Cargo ICBM GUI Fork

by TheDaud

SPACE AGE DELIVERY ROCKET SILO: Adds per-silo destination selection and distance balancing to Cargo ICBM-style direct cargo pod launches. Circuit launch.

Content
7 hours ago
2.0
18
Planets Transportation Logistics Logistic network Circuit network
Owner:
TheDaud
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
3 days ago
Latest Version:
0.8.27 (7 hours ago)
Factorio version:
2.0
Downloaded by:
18 users

Cargo ICBM GUI Fork

A Space Age cargo-rocket logistics mod that turns rocket silos into configurable, circuit-triggered Cargo ICBM launchers.

Instead of relying only on vanilla “platform overhead” behaviour, each rocket silo can be assigned a destination from a small GUI. The silo then changes to a hidden cost-tier prototype so the selected route actually affects the number of rocket parts required.

The intended gameplay is similar to a late-game delivery cannon network: build expensive configured silos, wire them into cross-surface circuit logic, and launch cargo when your remote factory or platform says it needs supplies.

Main features

  • Adds a Cargo ICBM destination selector to rocket silos.
  • Preserves vanilla-style default behaviour: a newly placed silo defaults to the orbit of its own planet.
  • Uses hidden cloned rocket-silo prototypes so the selected destination changes the real rocket-part requirement.
  • Rocket cost is based on:
  • source planet gravity,
  • shortest discovered space-route distance,
  • configured kilometres per extra rocket part.
  • Existing silos, newly placed silos, ghost silos, and copied/pasted silo settings are supported.
  • Ghost silos remember copied destinations and apply them when built.
  • Destination settings persist after the silo is replaced with the correct cost-tier prototype.
  • Includes a compact platform-hub helper UI showing configured provider silos for the platform’s current location.
  • Provider lists are grouped by source planet/surface and include GPS buttons for configured silos.
  • Supports stopped and travelling platform location display where possible.
  • Circuit-triggered launch behaviour using the standard signal-explosion virtual signal.
  • Uses AAI Signal Transmission and Interorbital Radar Signal for player-designed cross-surface/platform signal networks.
  • Configured launches try to deliver to the selected orbit/platform location.
  • If a platform is not available, cargo can fall back to the linked planet surface.
  • Deep-space misses with no platform and no planet fallback are intentionally discarded with a warning instead of crashing or silently desyncing.

How launches work

  1. Build a rocket silo on a planet.
  2. Open the silo and choose a destination.
  3. The silo is swapped to the correct hidden cost-tier prototype.
  4. Load finished rocket parts and cargo.
  5. Wire the silo to a circuit network.
  6. Send signal-explosion > 0 when the rocket is ready.
  7. Cargo ICBM launches the cargo pod using the silo’s configured destination.

The rocket will launch even if empty, so use circuits to only send the launch signal once cargo loading is complete.

Example uses

Planet-to-orbit resupply

A Vulcanus factory has several configured silos aimed at Fulgora orbit.
A space platform stopped at Fulgora orbit requests construction materials.
Your circuit network detects low supplies and sends signal-explosion back to Vulcanus through AAI Signal Transmission or radar-linked signals.
The ready Vulcanus silo launches at the higher gravity-adjusted rocket-part cost.

Emergency surface drop

A silo is aimed at another planet or orbit, but no suitable platform is present when the cargo pod arrives.
If the destination has a linked planet surface, Cargo ICBM falls back to dropping the cargo to that surface instead of deleting it.
This makes mistimed launches forgiving while still punishing truly invalid deep-space shots.

Delivery-cannon style factory logistics

Use constant combinators, decider combinators, AAI signal transmitters, and interorbital radar links to create a manual logistics web:

  • “If ice on the platform is below 500, send an ice signal.”
  • “If ice signal is positive and the silo is loaded, output signal-explosion.”
  • “Configured silo launches one cargo pod toward the selected destination.”

The mod supplies the expensive rocket-based transport layer. The player supplies the circuit logic.

External rocket-part crafting

Cargo ICBM moves rocket-part production toward external manufacturing.

Rocket silos load finished rocket-part items as progress, rather than acting like normal assemblers for every complicated rocket-part chain.

The baseline recipe is Space Age-like:

  • 1 low-density structure
  • 1 rocket fuel
  • 1 processing unit
  • → 1 rocket part

The mod also normalises common 10/10/10 rocket-part recipes back toward the Space Age baseline.

Optional recipe compatibility

When supported machines, categories, items, and technologies exist, Cargo ICBM adds alternative rocket-part recipes for modded production chains.

These are intended as sidegrades and progression-flavoured routes, not free discounts.

Examples include:

  • electromagnetic / Fulgora-style rocket parts,
  • electromechanics-style rocket parts,
  • foundry / Vulcanus heavy structural rocket parts,
  • heated fabrication routes,
  • petrochemical / propellant-heavy routes,
  • Gleba biochamber organic-composite routes,
  • Aquilo cryogenic high-tech routes,
  • dieselpunk / engine-heavy routes,
  • thinking-brain or swarm-computing routes,
  • atomic fabricator routes,
  • hydraulic production routes.

Age of Production compatibility

When Age of Production is installed, Cargo ICBM attempts to detect its specialised production categories and add suitable external rocket-part recipes where the relevant machines and ingredients exist.

This means your rocket-part production can shift into more interesting late-game production chains rather than being only a generic assembler recipe.

Example setups:

  • Use specialised production buildings for high-throughput rocket-part assembly.
  • Route Fulgora-heavy electronics into guidance-heavy rocket parts.
  • Use Vulcanus-style structural production for casing-heavy rocket parts.
  • Use Gleba or Aquilo-themed production chains for more exotic late-game alternatives.

Age of Production is optional. Cargo ICBM should still work without it.

Platform helper

When opening a space platform hub, Cargo ICBM can show which configured provider silos are currently aimed at that platform’s location.

The helper can show:

  • current platform location,
  • travelling route where available,
  • source planets/surfaces providing to this location,
  • number of configured silos per source,
  • GPS buttons for those provider silos.

This is a helper only. It does not rename your logistic groups or take ownership of your platform request setup.

Compatibility notes

Cargo ICBM is designed to be cautious around other platform-logistics mods.

It avoids destructive edits to logistic groups, schedules, and platform request groups where possible.

Known compatibility goals:

  • works alongside Planet Request Group without overwriting explicit tagged groups;
  • avoids hijacking Interplatform Requests pseudo-sources;
  • avoids touching Inter-Platform Logistics internal pod tracking;
  • should coexist with Space Platform Groups because Cargo ICBM uses configured launch destinations and circuit-triggered cargo pods rather than mutating group schedules;
  • should coexist with mods that add extra planets, surfaces, and space locations, provided those mods expose their locations through normal Space Age prototype/runtime data.

Required dependencies

  • Space Age
  • AAI Signal Transmission
  • Interorbital Radar Signal

AAI Signal Transmission and Interorbital Radar Signal are required because the intended beta gameplay is circuit-controlled cross-surface logistics, not an automatic hidden request scanner.

Beta warning

This mod is in beta.

It has been tested in a large 400+ mod Space Age pack, but there will probably still be edge cases, especially with:

  • unusual modded planets,
  • custom space locations,
  • deep-space locations without linked surfaces,
  • platform movement during cargo-pod travel,
  • other mods that modify cargo-pod behaviour,
  • unusual rocket silo variants,
  • platform request UI mods,
  • multiple landing-pad or platform-inventory edge cases.

If you report a bug, please include:

  1. the mod version,
  2. your relevant mod list,
  3. the source surface and destination selected,
  4. whether the platform was stopped or travelling,
  5. what signal launched the silo,
  6. what cargo was in the rocket,
  7. what you expected to happen,
  8. what actually happened,
  9. the exact steps needed to reproduce it.

Screenshots of the silo GUI, platform helper, and relevant circuit setup are very helpful.

Design intent

Cargo ICBM is meant to make rockets feel like heavy, expensive, configurable interplanetary artillery for cargo.

It should not replace space platforms entirely.
It should not make long-range logistics free.
It should give players another late-game logistics tool that rewards planning, circuits, route design, and production scale.