Configurable Nukes & ICBMs


Makes most/many aspects of the atomic bomb configurable, and affected by quality, as well as allows for the weaponization of rocket-silos: introduces an atomic warhead, ICBMs (Intercontinental Ballistic Missiles), IPBMs (Interplanetary Ballistic Missiles), and ISBMs (Interstellar Ballistic Missiles): why shouldn't rocket-silo rockets be used offensively?

Tweaks
15 hours ago
2.0
516
Combat Circuit network Manufacturing Cheats
Owner:
TheEckelmonster
Source:
https://github.com/pje279/configurable-nukes
Homepage:
N/A
License:
MIT
Created:
3 months ago
Latest Version:
0.6.0 (15 hours ago)
Factorio version:
2.0
Downloaded by:
516 users

What does this mod do?

Makes most/many aspects of the atomic bomb configurable, and affected by quality, as well as allows for the weaponization of rocket-silos: introduces an atomic warhead, ICBMs (Intercontinental Ballistic Missiles), IPBMs (Interplanetary Ballistic Missiles), and ISBMs (Interstellar Ballistic Missiles) - why shouldn't rocket-silo rockets be used offensively?

In more detail, this adds a plethora of configurable settings (see above screenshots for the current list). Altogether, this mod does the following:

Makes the atomic-bomb/rocket configurable.

  • Damage, AoE, and Repeat modifiers are configurable and affected by quality (if installed)
  • Crafting machine and recipe can be customized
  • Weight, stacks size, crafting result count, and crafting time are all configurable

Adds similarly configurable atomic-warhead. Only usable when loaded as payload to a rocket-silo rocket, and then subsequently launched at a designated target via the new ICBM-remote or via a connected circuit-network.

  • Damage, AoE, and Repeat modifiers are configurable and affected by quality (if installed)
  • Crafting machine and recipe can be customized
  • Weight, stacks size, crafting result count, and crafting time are all configurable
  • Configurable research prerequisites, ingredients, cost, count, and time

Introduces the ballistic rocket silo - a more expensive, but also more durable rocket silo capable of firing rockets across the vast distances between planets and even solar systems. Only available currently with Space-Exploration or Space-Age (but am open to extending it to be available in Vanilla)

  • Standard rocket-silos (ICBMs) cannot deliver a payload from one surface to another by default (excluding "orbit" surfaces)
    • Even if ICBMs are enabled such that they too can fire between surfaces (configurable runtime setting), they are still slower and less accurate than rockets fired from a ballistic rocket silo (IPBMs or ISBMs)
  • Ballistic rocket silo rockets require 100 ballistic rocket parts each
    • Recipe depends on if playing Vanilla, Space-Exploration, or Space-Age
    • More complex, but less costly recipes are researchable if Space-Exploration or Space-Age is present
      • Basic, intermediate, advanced, and beyond recipes can all be individually configured via "Startup" settings
    • Once the rocket is constructed, it can deliver a payload from one surface to another

Adds back rocket-control-units. Only present if atomic-warheads are enabled; they need some way to control, or guide themselves to their target.

  • Crafting machine and recipe can be customized
  • Weight, stacks size, crafting result count, and crafting time are all configurable
  • Configurable research prerequisites, ingredients, cost, count, and time

Adds "Guidance Systems" research for improving the speed and accuracy of ICBMs.

  • Configurable research prerequisites, ingredients, cost formula, count, and time
  • Ranges from level 1 to 13
    • Levels 1 - 10 reduce the deviation chance such that at level 10, rockets will always strike true and never deviate from their intended target
    • Levels 11, 12, and 13 greatly increase the top-speed of rockets
    • IPBMs have the following travel time when firing directly from Nauvis at Aquilo:
      • Assuming guidance level 1 (not possible without using commands or without enabling the ICBM multisurface option): about 10-20 minutes
      • Assuming guidance-level 4 (default minimum to research IPBMs): about 5 minutes or less
      • Assuming guidance-level 10: about 1 minute
      • Assuming guidance-level 13: about 10-20 seconds

Adds optional "Nuclear" ammo-category (defaults to disabled)

  • Allows for and introduces a new infinite research for nuclear weapons damage, i.e. the atomic-bomb/rocket and atomic-warhead (if enabled)
  • Configurable research prerequisites, ingredients, cost formula, time, and damage modifier per level

Future plans

  • Additional support for circuit launching rockets
    • Specifically, launching an IPBM/ISBM at a different surface via a circuit-network
    • Available with version 0.6.0
  • IPBMs: Interplanetary Ballistic Missiles -> being able to launch an ICBM (if enabled), or an IPBM from one planet/surface, and have it delivered to another planet/surface
    • Available with version 0.5.0
  • Support for launching from not only the surface of a planet, but also from a platform in space
    • Available with version 0.5.0
  • MIRVs: Multiple Independently targetable Reentry Vehicles -> ability to deploy multiple payloads from a single launch
  • Support for additional types of payloads, beyond just atomic munitions
  • Potentially a GUI window to show currently in flight rockets and times to target
  • Ability to scrub a launch/abort a rocket that is mid-flight
  • Bug fixes
  • Compatibility issues
  • Requests
    • Feel free to ask, and I'll see what I can do

Known Compatibility


Current Development Status

2025-10-14

  • Working on compatibility with Krastorio 2 Spaced Out, by Polka_37
    • Can technically work at the moment, but requires extra steps in order to load, and rocket-part recipes won't be balanced as intended
    • See comments for steps on how to get it to work

2025-10-13

  • Have fairly robust working implementation allowing rocket-silos (if enabled, or launching from an "orbit" surface) and ipbm-rocket-silos to initiate a launch against a different surface when connected to a circuit-network, and provided valid signals: launch, x-coord, y-coord, surface-index (, and origin-override if applicable)
  • Have identified and fixed a few bugs related to circuit-connected rocket silos
  • Working on optimizing performance, namely:
    • Manual target selection
    • Lag-spike when the game initially loads in (most noticeable with Space-Exploration)

2025-10-09

  • Version 0.5.0 appears to be nearly ready for release
    • Performing final testing/validations

2025-10-05

  • Continuing to work through compatibility with Space Exploration

    • Presently works for ICBMs and IPBMs (technically they can even function as ISPMs (Interstellar Ballistic Missiles))
  • IPBMs are implemented and functioning with Space Age

  • Rocket-silos can additionally be built on platforms/spaceships such that ICBMs and IPBMs can be launched directly from orbit/space back down to the surface, or at other planets

2025-09-23

  • Presently working on compatibility with Space Exploration, by Earendel
    • Have it working presently such that with a toggleable runtime setting, ICBMs can target a surface different than its source; effectively allows the use of an ICBM as an IPBM

2025-09-22

  • Working on restoring/adding explicit compatibility with Mushroom Cloud Reborn, by SergiX44
    • I have it working/functioning (as best I can tell) locally, with and without Space Age, as well as with and without Quality - currently testing
    • Hoping to have an update out with the fixes soon
  • Started working on/laying the foundation for IPBMs/the ability to launch an IPBM (Interplanetary Ballistic Missile) in addition to an ICBM

2025-09-20

  • Presently looking into/working on making ICBM launches circuit controllable.