Cargo Cannon


Fire capsules of cargo between surfaces: up to space platforms in orbit, back down to the planet, and later across space to receivers on other planets. Each shot needs a capsule and a big charge of power. Circuit-controlled - and a capsule that lands on a full receiver, or on nothing at all, explodes and its cargo is lost. Inspired by the delivery cannon in Earendel's Space Exploration (an independent mod, not a port).

Content
3 hours ago
2.1
0
Transportation Logistics Circuit network
Owner:
Crosstowndonkey
Source:
https://github.com/Crosstowndonkey/fa...
Homepage:
https://github.com/Crosstowndonkey/fa...
License:
MIT
Created:
3 hours ago
Latest Version:
0.1.0 (3 hours ago)
Factorio version:
2.1
Downloaded by:
0 users

Fire capsules of cargo between surfaces. Shoot supplies up to a space platform waiting in orbit, send its output back
down to the planet, and - after more research - fire across space to receivers on other planets.

How it works

  • Cargo cannon (3x3): slot 1 takes cargo capsules, slot 2 the cargo. Each shot carries one stack of one item
    (any quality). By default it waits for a full stack.
  • Cargo receiver (5x5): catches the capsules. Give it a name and a channel number in its window.
  • Each shot needs capsules and a full charge of power:
Orbit shot Interplanetary shot
Reaches a platform stopped above the cannon's planet, the planet below a platform, or another platform at the same place a receiver on another planet
Research Cargo cannon Interplanetary cargo
Capsules 1 3
Energy 50 MJ 1 GJ
Time in the air 5 seconds 90 seconds

Set it up right

A capsule that lands on a full receiver, or where there is no receiver, explodes like a grenade and its cargo
is lost. A capsule aimed at a platform that has left orbit misses.

The cannon tells its circuit network what it needs to know:
- Receiver space - empty stacks in its target, minus capsules already on their way
- Cannon charge - in %
- and its contents, like a chest

Wire it to fire only while Receiver space > 0 and nothing will ever crash.

Circuit control

  • An enable / disable condition, like an inserter's: one signal, Anything or Everything.
  • Or pick the target by signal: the signal's value is a receiver's channel number (0 = hold fire).
  • Several cannons can share a wire: each one's condition reads its own Receiver space and charge.

Logistics

  • Inserters load and empty both buildings.
  • For robots, the cannon is a requester chest (request capsules and cargo) and the receiver a passive provider.
    Space platforms have no robots, so use inserters there.
  • Copy / paste and blueprints keep a cannon's settings.

Settings

Energy, capsules and flight time for each kind of shot, the cannon's charging rate and the crash damage are all mod
settings.

Optional: Space Exploration's cannon art

Install Earendel's graphics mods space-exploration-graphics
and space-exploration-graphics-5 and the cannon,
receiver, capsules and icons use his delivery cannon art instead. They're graphics only, so they work alongside Space
Age (Space Exploration itself doesn't). The startup setting Use Space Exploration's cannon art turns it off.
The buildings keep the same size either way, so saves and blueprints aren't affected.

Credits

Inspired by the delivery cannon in Earendel's Space Exploration -
thank you, Earendel. This is an independent mod for Space Age, written from scratch: not a port of Space Exploration,
and not affiliated with it or its author.

The buildings use Factorio's own art (the artillery turret and cargo landing pad), tinted; the mod contains no images
of its own. With Space Exploration's graphics mods installed, they use Earendel's delivery cannon art instead, with his
permission - the art stays in his mods and is only referred to, never copied.

Source code (MIT): https://github.com/Crosstowndonkey/factorio-cargo-cannon