Makes most/many aspects of the atomic bomb configurable, and affected by quality, as well as allows for the weaponization of rocket-silos. Allows for custom payloads created from almost any ammo or capsule item, as well as introduces dedicated warhead payloads (atomic, "Rods from God", Jericho, Mjölnir), ICBMs (Intercontinental Ballistic Missiles), IPBMs (Interplanetary Ballistic Missiles), and ISBMs (Interstellar Ballistic Missiles). Why shouldn't rocket-silo rockets be used offensively?
Mods introducing new content into the game.
Version: 0.9.4
Date: 2026-02-02
Bug Fixes:
- Fixed startup error when accessing a nil value
- Fixed railgun-ammo having no effect when used as a payload
- Fixed payloads not delivering properly when fired at precisely the same position repeatedly
- Namely, n+1 ready to launch circuit-controlled rocket-silos targeting the same position
Compatibility:
- [lily's-mm] (Lily's Micromissiles) should now load, if present, and added ammo available for payloads
Misc:
- Added configurable custom-input for giving an ICBM-remote
- Default: SHIFT + ALT + T
- Added configurable setting for controlling the background payload cleaning rate, default of 300 ticks (5 seconds)
- Payloads should now properly clean up after themselves immediately upon payload delivery
- This handles the off chance that a payload fails to remove itself properly
- Also removes orphaned payload data from previous versions (reduces bloat)
Version: 0.9.3
Date: 2026-02-02
Bug Fixes:
- Fixed startup error when improperly creating some trigger effects
- Fixed startup error(s) related to capsules and streams
- Fixed runtime error if True-Nukes_Continued was present, and a 20t atomic-bomb (vanilla atomic-bomb) was delivered via payload-vehicle
Compatibility:
- [Krastorio2-spaced-out] should load now; added additional payload-vehicle support for "kr-railgun-turret" ammo, and "kr-rocket-turret" ammo
- [strategy-mortar-turret] should load now; added payload support for "mortar-ammo" ammo
- [True-Nukes_Continued] added/tested basic payload-vehicle support
- Atomic munitions not affected by quality yet --[[ TODO: implement this ]]
Version: 0.9.2
Date: 2026-02-01
Bug Fixes:
- Fixed additional startup errors when additional mod added ammo and/or capsules were added
- Fixed the payloader not being craftable if there was more than 1 fluid ingredient present in its recipe
Compatibility:
- [RampantArsenalFork] should load now; atomic munitions are not affected by quality yet
- nuclear-landmines do function, but visually are a bit jank --[[ TODO: improve this ]]
- [crushing-industry] conversion of "concrete" to "concrete-mix" should now be handled properly for the payloader recipe
Misc:
- Improved the "randomness" used to distribute payload items
- Previously favored the north-west direction
- Reworked/improved how payloads items are actually delivered/fired/triggered/etc..
- Namely "bullet" and "stream" (e.g. flamethrower-ammo) payloads *should* be improved
Version: 0.9.1
Date: 2026-01-31
Features:
- Added proper configurable startup settings for the payloader
Bug Fixes:
- Fixed potential runtime errors upon payload delivery if they were in-flight at the time of updating
- Fixed payloads potentially not being delivered properly due to rounding issues
- Added a missing existence check before accessing a variable
- Corrected a few mod setting descriptions being inaccurate/misleading
Balance:
- [space-exploration] (recipe) Payloader: added se-heat-shielding, 4
- Simply forgot to include this previously
Misc:
- Updated/improved the payloader-remnants graphic
Version: 0.9.0
Date: 2026-01-31
Minor Features:
- Actually implemented the "payload-vehicle" properly
- Almost any "ammo" or "capsule" item should now be usable as a potentially deliverable payload
- Previously, payloads were loaded directly into the rocket-silo-rocket
- Prior method is still usable by enabling the "Use legacy launch system" runtime setting
- Now, payloads are placed either manually, or via the new "Payloader" machine, into a payload-vehicle
- That payload-vehicle is then placed into the rocket-silo rocket and subsequently launched via the usual means (manual/ICBM-remote, or circuit-network)
- Added "Inventory size" startup setting for payload-vehicles, default of 3, [1 - 128]
- Added "Use legacy launch system" global runtime setting, default of false
- Added "Payload explosives AoE multiplier" global runtime setting, default of 0.25, [0 - 1]
- Explosives themselves are not a payload, rather, a payload modifier; that is, the more explosives present, the greater the payload distribution
- i.e.
- no explosives -> all payload items will target the same position
- more explosives -> greater payload spread
- Added item-subgroup for "payload" items (atomic-warheads, "Rods from God", jerichos, and mjölnirs)
Bug Fixes:
- Fixed "Rod from God" stack size setting having no effect
Balance:
- (Recipe) Mjölnirs: reduced tesla-ammo from 100 -> 25
Misc:
- Removed "Stack size" startup setting for payload-vehicles
- Infrastructure changes made/needed for the above are also setting the stage for the next planned feature update: MIRVS (multiple independently targetable reentry vehicles)
- Presently, while multiple payload-vehicles can be loaded into a single rocket-silo rocket, they will all target the same location
Version: 0.8.7
Date: 2026-01-17
Bug Fixes:
- Fixed multiplayer desync(s) when launching an ICBM/delivering a payload
Version: 0.8.6
Date: 2025-11-30
Bug Fixes:
- Fixed multiple runtime errors when launching a rocket/delivering a payload
Version: 0.8.5
Date: 2025-11-29
Features:
- Atomic bombs, atomic-warheads, "Rods from God", Jerichos, and Mjölnirs will now continue their explosion even in unexplored areas of the map
- Previously, an explosion would stop if a chunk wasn't already generated
- Now, chunks are generated as the given explosion expands
Misc:
- Continuing to try and optimize where possible
Version: 0.8.4
Date: 2025-11-20
Bug Fixes:
- Fixed immediate multiplayer desyncs if you weren't the first player to join the instance
- Thanks to Techjar for the report and sharing the save
Misc:
- Set the minimum version requirement if Space-Exploration is present to 0.7.35
Version: 0.8.3
Date: 2025-11-18
Features:
- Added "Surface processing rate" runtime setting
- Defines the "nth" tick that surface processing occurrs on, i.e. how many times per second to try processing surfaces
- Ranges from 1 to 60, default of 6, i.e. 10 times per second (60 ticks per second)
Bug Fixes:
- Fixed data migration would sometimes not apply properly when updating depending on the previous version
Misc:
- Reduced the default value from 12 to 8 for the number of surfaces processed per tick cycle setting when Space-Exploration is present
- Reduced the upper limit for the above setting from 2048 to 32
- Improved runtime performance
- Brought the update time for a ~200 hour save (on my computer) from ~0.5 - 0.6 ms, to ~0.05 - 0.07 ms at default settings
- Thanks to NOiZE for reporting the performance issue and sharing the save
- Regained about 10 frames on a nearly 600 hour decently modded personal save
- Brought the update time from ~2.4 - 2.6 ms, to ~0.06 - 0.10 ms at default settings
- Only downside to the improved performance, is that circuit-network connected rocket-silos will need to hold their launch signal longer
- From testing at default settings, it took about 2-3 seconds at the most for a circuit-network connected rocket-silo to launch
Version: 0.8.2
Date: 2025-11-16
Bug Fixes:
- Fixed startup error if K2_SO, and "basic-artillery" by Pseudonymous were present, and the nuclear weapons category setting was enabled
Version: 0.8.1
Date: 2025-11-13
Bug Fixes:
- Fixed startup error if quality was present but space-age was not
- Fixed startup error if Quality-plus-plus, by Puzz1ebox was present
Version: 0.8.0
Date: 2025-11-08
Minor Features:
- Added "Rods from God"
- Kinetic weapon on par with the atomic-bomb/warhead in terms of destructive force, without the radioactive fallout
- Added "Jericho" warheads
- Single warhead that serparates on delivery into a barrage of multiple sub-rockets
- Added "Mjölnir" warheads
- Explosive payload that calls down a lightning bolt and releases chain-lightning on impact
- Only available with Space-Age
- Introduced the "payload-vehicle" item/recipe
- Used in the crafting of the above payloads
- Added usual set of configurable startup settings for the above "Rod from God", "Jericho", "Mjölnir", and "Payload Vehicle"
Bug Fixes:
- Fixed reinitialization could potentially instantiate the wrong objects
- Fixed ballistic-rocket-parts not being visible when selecting an item filter
- Fixed SimpleAtomicArtillery runtime settings were actually using K2_SO's settings
- Fixed RCUs not being available when playing vanilla even when atomic-warheads were enabled
Misc:
- Added TheEckelmonster-core-library as a required dependency
Version: 0.7.4
Date: 2025-11-02
Bug Fixes:
- Fixed a bug when a rocket-silo was cloned
- e.g. when a Space-Exploration spaceship with a ballistic-rocket-silo on it took off or landed (i.e. changed surface)
- Fixed a bug when a surface was deleted
- Fixed a bug when a singleplayer save was made open to multiplayer
Misc:
- Actually have a means of testing multiplayer now
- Haven't tested super extensively, but have not encountered any issues since fixing the above multiplayer issue
- Should hopefully be multiplayer safe
Version: 0.7.3
Date: 2025-10-30
Bug Fixes:
- Fixed an error of providing NaN to math.random
- Fixed an error of providing infinity to math.random
Misc:
- Changed the minimum value of the "Guidance system targeting deviation modifier" setting from -11 to -1
Version: 0.7.2
Date: 2025-10-24
Bug Fixes:
- Fixed an error that would prevent a save from loading depending on version/data state
- Improper ordering of data migration logic: missing a nil check
Version: 0.7.1
Date: 2025-10-24
Bug Fixes:
- Fixed runtime error if command /configurable_nukes.init was executed
Misc:
- Added explicit compatibility for SimpleAtomicArtillery, by StarkillerHDX
- Atomic artillery shells are now affected by quality
- Same usual set of startup and runtime settings are available
- Startup: AoE, Damage, Radius, and Fire Wave
- Runtime: pollution, base modifier, base addition, bonus modifier, and bonus addition
Version: 0.7.0
Date: 2025-10-23
Minor Features:
- Rocket launches are now scrubbable/can be cancelled, all the way up until the actual payload is instantiated on the given target surface
- Can be scrubbed/cancelled by:
- New custom-inputs (defaults):
- Control + Shift + Z -> Scrub the newest launch
- Control + Alt + Z -> Scrub the oldest launch
- Control + Alt + Shift + Z -> Scrub all launches
- Clicking the "Scrub" button on the ICBM Dashboard
- New ICBM Dashboard GUI -> displays information on in-flight rocket launches
- New "Toggle" button in the top left of the screen will toggle the visibility of the GUI
- Control + Shift clicking the button will center the GUI
- Can also be toggled via new custom-input (default): Control + Shift + D
- Displays the Target-#, Source, Destination, Time remaining, and a scrub/cancel button for each in-flight launch
- Clicking either the source or destination will ping the respective coordinates for that launch on the map
- Clicking the scrub button for a given launch/row will scrub/cancel that specific launch/row
- Can be "pinned" such that the GUI will stay open, even if focus shifts away from it
- Configurable runtime setting to change how frequently the dashboard GUI refreshes itself
Misc:
- Added the "Target-#" to several localised messages
- Unfortunate side-effect is that some messages may display improperly after initially updating
- Purely cosmetic, functionally everything else is working as intended
- Implemented a better means of event handling
- Provides greater flexibility and control of event handling
- Allows for improving how ICBMs are tracked and delivered
- No need to constantly check every few ticks if a given payload has been delivered or not
- Now an event will fire exactly when a payload is delivered
Version: 0.6.3
Date: 2025-10-17
Bug Fixes:
- Fixed a bug that would prevent the game from loading if additional hidden quality prototypes were present
- Thanks to SimbaBay for the report and taking the time to figure out which mod they had that was causing this issue to surface
Version: 0.6.2
Date: 2025-10-16
Misc:
- Improved compatibility with Krastorio2-spaced-out, by Polka_37
- Nuclear turret rockets are now configurable and affected by quality
- Nuclear artillery shells are now configurable and affected by quality
- Both have AoE, Damage, Radius, and Fire Wave startup settings
- As well as, pollution, base modifier, base addition, bonus modifier, and bonus addition runtime damage settings
- Added custom-tooltips for both to show the effects of quality/how the numbers scale
- Added additional ammo-category/configurable setting to allow nuclear artillery shells to have their damge scaled by nuclear-weapons research
- Toggleable by setting the startup setting for nuclear artillery ammo category to either "artillery-shell" (default), or "nuclear-artillery"
- Increased the minimum base and bonus modifier runtime damage settings to 1
- Changed to reflect the fact that even if set to 0, some damage would still be dealt
Version: 0.6.1
Date: 2025-10-15
Bug Fixes:
- Fixed damage, aoe, and repeat settings, but namely quality not applying as intended to atomic-bombs and atomic-warheads
- Overall result is that they are more destructive, especially at higher qualities, i.e. more dakka, bigger boom
- Fixed error preventing the game from starting if Krastorio2-spaced-out was present
Misc:
- Added custom-tooltips for atomic-bombs and atomic-warheads to show the effects of quality/how the numbers scale
- Increased the minimum base quality base multiplier to 1
- Weird, unintuitive behavior occurs when below 1
- Added basic support for the above Krastorio2-spaced-out by Polka_37
- Working on more complete support, namely:
- Support for nuclear-turret-rockets
- Revisiting/balancing ballistic-rocket-part alternative recipes in light of nuclear-fuel being removed
Version: 0.6.0
Date: 2025-10-14
Minor Features:
- Added support for launching rocket silos via circuit-network against another surface
- Allowed if it is a ballistic rocket silo, or if it is a rocket silo and the setting to allow ICBMs multisurface targetting is enabled
- Destination surface can be supplied either explicitly, or depending on settings (global and per rocket silo), inferred from the surface the silo is located on
- Can be provided explicitly either by:
- Selecting and providing a signal with a value corresponding to the desired surface's index
- Selecting a surface from the available dropdown list of currently known/targetable surfaces
- Circuit-network surface index signal, if valid, takes precedence over the surface selected from the dropdown list
- If not explicitly provided by either of the above means, by default (can be disabled) a rocket silo otherwise provided with a valid launch signal and coordinate signals will assume the surface it is located on is the target surface
- Exceptions are:
- Rocket silos on a space platform (Space-Age), if in orbit around a planet (i.e. not travelling) will fire at the planet surface, instead of the platform surface
- Depending on timing, when a platform transitions over/through/past a planet, but does not stay at the planet, it is possible for circuit-network connected rocket silos to initiate a launch against the surface of the planet in the split-second that the platform was "at" the planet
- Not guaranteed, but has happened on a number of occasions while testing
- Keep this in mind when using circuit-networks to initiate rocket silo launches from platforms
- Rocket silos on an "orbit" surface (Space-Exploration), will default to targeting their parent (ground) surface
- Can be manually set to target the actual "orbit" surface instead if desired
- Ballistic silos placed on spaceships will not fire while the spaceship is travelling even if otherwise provided valid launch signals via a circuit-network
- If continuously provided valid launch signals, once a spaceship has landed, the silo will automatically resume launching
- Do be careful when automatically launching rockets via a circuit-network (or also manually) just prior to launching a spaceship
- Space-Exploration throws an error in this scenario, as it is missing a '.valid' check before accessing the cargo-pod during the on_cargo_pod_finished_ascending event
- Additional option, both global and per silo, to require a target surface be explicitly provided for a circuit-network launch to initiate successfully
- Rocket silo GUI window configuration settings can be copy-pasted from one silo to another in the same manner as copy-pasting other entity settings
Bug Fixes:
- Fixed rocket silos not being detected/tracked when built on a space platform
- Fixed multiple errors related to mining/destroying a rocket silo just after it initiated a launch and before the cargo pod finishes ascending
- Fixed circuit-network connected rocket silos not working properly when both a red and green circuit-network were connected
Misc:
- Improved performance when manually selecting a target that required searching beyond the immediate surface and its orbit for an available silo to launch from (i.e. multisurface launch)
- Moved some initialization logic to when the game is loading, rather than only at runtime after loading completed
- Should fix/improve the potential lag spike when the game initially loads in from a save (most noticeable in Space-Exploration)
Version: 0.5.4
Date: 2025-10-10
Bug Fixes:
- Fixed game not loading if atomic-warheads are disabled
Misc:
- Made ballistic rocket-silo item/recipe configurable
- Same usual set of configurable "Startup" settings
- Ballistic rocket-silo and ballistic rocket-parts should now be recycleable to their base ingredients
Version: 0.5.3
Date: 2025-10-10
Misc:
- Made Space-Exploration added crafting categories available for crafting machine selection in "Startup" settings
- Made ballistic-rocket-parts configurable in the same manner as atomic-bombs/atomic-warheads/rocket-control-units
- Only available if Space-Age or Space-Exploration are present
- Multiple "Startup" settings control the item and recipe properties
- Stack size
- Weight -> How many items can be put in one rocket-silo
- Crafting time
- Input multiplier -> Simple multiplier of the amount of each ingredient in the recipe
- Result count -> How many items does a single recipe craft result in
- Recipe
- Allow no recipe -> If no recipe is explicity defined, don't use the default fallback and allow the recipe to require no ingredients (i.e. free crafting)
- Crafting machine
- Additional crafting machines -> comma separated list of additional crafting machine categories beyond the base "Crafting machine" that is defined
- Above settings are available for the following recipes:
- basic ballistic-rocket-part
- Standard, simple starting recipe for ballistic-rocket-parts; default 1 per craft
- intermediate ballistic-rocket-part
- Default 5 per craft
- advanced ballistic-rocket-part
- Default 20 per craft
- beyond ballistic-rocket-part
- Default 60 per craft
- beyond-2 ballistic-rocket-part
- This recipe is only present with Space-Age so that it can be made with either biter or pentapod eggs
- Also defaults to 60 per craft
Version: 0.5.2
Date: 2025-10-09
Bug Fixes:
- Fixed non-recoverable runtime error when a space-platform starter-pack is launched, before the space-platform surface is actually generated/valid
Version: 0.5.1
Date: 2025-10-09
Bug Fixes:
- Fixed rocket-silos not being detected/tracked when placed on a space-platform
- Fixed being able to launch a rocket from a silo that has no power
Misc:
- Updated base, quality, and space-age version requirements to 2.0.69
Version: 0.5.0
Date: 2025-10-09
Minor Features:
- Space-Age: rocket-silos can now be placed on space platforms
- Allows for staging rockets in the orbit of a surface, for faster delivery time and greater accuracy
- Can also be fired while a platform is travelling from one space-location to another
- The platform's speed at the time of launch is added proportionally to the speed of the rocket being fired
- i.e. Orientation/direction the platform is travelling relative to the designated target is considered when applying the speed
- Space-Age and Space-Exploration: Added IPBMs (Interplanetary Ballistic Missiles) and ISBMs (Interstellar Ballistic Missiles)
- Available in the form of the new ipbm-rocket-silo/ballistic-rocket-silo (former for Space-Age; latter for Space-Exploration)
- Rocket silo capable of deliverying payloads accros vast interplanetary, and even interstellar distances
- i.e. the designated target can be on a different surface than that of the rocket-silo
- By default, ICBMs are not allowed to fire from one surface to another
- One exception are rocket-silos in "orbit" of a given surface
- For Space-Age, orbit is defined as: a platform that is not mid-flight to/from a space-location
- For Space-Exploration, orbit is defined as the explicit "orbit" surface for each planet/moon
- Configurable runtime setting to allow ICBM multisurface targeting
- ipbm-rocket-silos/ballistic-rocket-silos require 100 ballistic-rocket-parts to create an IPBM/ISBM rocket
- Ballistic-rocket-parts are made separately from the silo itself, but are consumed in the silo to create the rocket
- This is to allow for multiple different recipes to provide rocket parts
- Idea is that the initial recipe is simple, but expensive, with each successive recipe being more complex, but ultimtely more efficient
- Also allows for productivity to be applied both when making the ballistic-rocket-part, as well as when providing parts to a silo
- Rockets fired from the ipbm-rocket-silo/ballistic-rocket-silo are much faster and more accurate than the standard rocket-silo ICBM
- With SA present, ipbm-rocket-silos/ballistic-rocket-silos are affected by rocket-part productivity research
- Current default source-silo selection when a target is designated is as follows:
- First check for rocket-silos in "orbit" of the targeted surface
- Then check for rocket-silos on the targeted surface, selecting the closest silo, if any are found, to the designated target
- If neither check finds an available rocket-silo with an available payload, repeat the same two searches as above, but looking for ipbm-rocket-silos/ballistic-rocket-silos
- If this also doesn't find an available rocket to launch, iterate through all available ipbm-rocket-silos/ballistic-rocket-silos (and rocket-silos if enabled), selecting the silo that is closest to the designated target
- Optional runtime setting to always select the closest silo, ignoring what type it is
- Follows the same pattern as above by first checking in orbit of given surface; then the surface proper; then other surfaces
- Changed the default guidance systems formula to reflect the fact that it goes to level 13 now (previously 10)
- Default devaiation chance still goes to 0 by level 10
- Levels above 11, 12, and 13 give significantly higher top speed increases for ballistic missiles (reduces travel time)
- SA: Also requires all science packs, including promethium for levels 11+
- SE: Each tier has progressively increased science pack requirements
- Additional settings for configuring the requirements, amounts, research time, etc. are in the works
- Levels 6, 8, and 11 give additional, progressively more complex, but also more efficient means of crafting ballistic-rocket-parts
- Additional configurable settings for changing the recipes ingredients, amounts, crafting times, etc. are in the works
- Final research should still be approximately the same in cost (1 million)
Bug Fixes:
- Fixed a non-recoverable runtime error that could occur if a the coordinates of a target position were too large
- Limit of the function being used actually went to negative infinity, rather than positive infinity as intended
- Fixed some settings not being mapped properly
- Issue was that changing some settings had seemingly no effect, and changing some other settings changed more than just what was intended
Misc:
- Added compatibility for space-exploration by Earendel
- Known issue/non-recoverable error thrown by SE when a rocket is launched from an ipbm-silo on a spaceship as it takes off
- Need to reach out about adding the missing ".valid" check before accessing a cargo-pod during the on_cargo_pod_finished_ascending event
- Continuing to look into how to determine a spachip's destination
- Needed to allow for firing a rocket from a spaceship that is in mid-flight, i.e. parallel features between SA and SE
- Tested/added support for Temporary_nuclear_scorchmarks by CocaineTM
- Changed update/initialization message to indicate if/when it (re)initializes, whether it is migrating any existing data
- Tweaked/altered deviation calculations to be somewhat more forgiving at extreme distances
- Intention is to maintain the fact that perfect guidance is not guaranteed without research investment; however, firing a rocket as expensive as an IPBM/ISBM with an atomic payload (rocket or warhead) just to have it go wildly off target feels... not great
- Rockets can, and still will deviate, just the maximum deviation amount (distance) is reduced for any given deviation attempt
- i.e. if deviation from the target occurs, the actual distance delta is much smaller at long distances
- Updated recipe settings to allow for fluid ingredients
- For the future, want to add the ability to define additional results (by-products, e.g. fluoroketone-hot/thermofluid-hot, scrap/contaminated scrap, etc.)
Version: 0.4.3
Date: 2025-09-22
Bug Fixes:
- Added explicit/restored compatibility with "Mushroom Cloud Reborn", by SergiX44
Misc:
- Separated manual and circuit-network "Flight messages" settings each into two distinct settings: "Launch" and "Delivery"
- Launch: controls whether to print the launch messages for manual and/or circuit-network launched ICBMs
- Delivery: controls whether to print the payload delivery messages for manual and/or circuit-network launched ICBMs
- Added additional runtime "modifier" and "addition" damage settings for atomic-bombs/rockets and atomic-warheads
- These settings provide the ability to change the damage without having to restart the game
Version: 0.4.2
Date: 2025-09-21
Bug Fixes:
- Implemented a potential fix/workaround for an unusual error someone is experiencing that I personally can't reproduce
Version: 0.4.1
Date: 2025-09-21
Bug Fixes:
- Fixed ICBMs (rocket-silo rockets with a valid payload) not being circuit launchable when space-age was not present
- Should now be able to launch ICBMs via a circuit-network when playing Vanilla
Version: 0.4.0
Date: 2025-09-21
Minor Features:
- ICBMs (rocket-silo rockets with a valid payload) are now circuit launchable
- When a circuit network is attached to a rocket-silo, a new "ICBM" GUI to the right of the normal rocket-silo GUI containing the circuit launch signals is provided
- Signals controlling the target and launch condition can be changed, as well as copy-pasted from one silo to another
- Default of "signal-X", "signal-Y", and "signal-check" define the target coordinates and the launch signal respectively
- Launch signal must be a value of > 0 for a rocket to launch
- Target coordinates of "signal-X" = 0 and "signal-Y" = 0, i.e. {0,0}, are disabled by default, as they also corespond with no coordinates provided
- Can be overidden by enabling "Alllow Targeting Origin" runtime setting, and providing an appropriate override signal
- Added setting for toggling manually launched ICBM messages
- Added setting for toggling circuit launched ICBM messages
- Added setting for toggling circuit launched ICBM target pins
Misc:
- Added automatic compatibility for "Nuclear Science" by atanvarno
Version: 0.3.2
Date: 2025-09-20
Bug Fixes:
- Added proper storage data migration on version update
- Prevents loss of in-flight rockets on version update
- Apologies for any previously lost rockets due to not having this ready in time for the previous update
Version: 0.3.1
Date: 2025-09-20
Bug Fixes:
- Fixed atomic-rockets being invisible when fired from a Spidertron while in "automatic" fire mode, while the Quality mod is present
- Corrected the orientation of atomic-rockets when fired from a Spidertron to not always be the same direction as the target
- Vanilla behavior is for rockets to be fired initially in the direction the Spidertron's head is facing
- Orientation is still slightly off if manually firing from a Spidertron, working on this
Version: 0.3.0
Date: 2025-09-19
Minor Features:
- Atomic-bombs/atomic-rockets are now affected by quality if the "quality" mod is installed
- Quality now also affects the AoE and Repeat modifiers of a nuclear explosion; i.e. more dakka, bigger boom
- Added ICBMs
- Allows the launching of atomic-warheads (and optionally, atomic-bombs) via a rocket-silo to a designated target
-> Target designated via the new ICBM-remote, unlocked from researching ICBMs
-> Launches from the closest rocket-silo, with a valid payload (atomic bomb/rocket and/or atomic warhead), to the designated target
- Added rocket-control-units and guidance systems research
- The further the target is from the launching rocket-silo, the more likely the ICBM will deviate off course
-> Optional, "Perfect Guidance" option prevents any deviation, ignoring research level
- Guidance systems research reduces the probability of target deviation by %10 each level (10 levels), i.e. at level 10, ICBMs will never deviate off target
-> Guidance deviation threshold setting is the base chance that an ICBM will not deviate off target while en route (checked every 8 chunks worth of distance to target)
- Unlocked after researching space, production, and utility science
- Distance to/time to target are affected by planet magnitude
-> i.e. the larger the magnitude, the larger the planet, thus the longer it takes an ICBM to reach its target
-> vice-versa for a smaller planet
-> Nauvis has a magnitude of 1; Space Age Planets: Vulcanus = 1.5, Gleba = 1.1, Aquilo = 1, Fulgora = 0.9
- Added, optional and configurable, atomic warhead
- Much more expensive (by default, configurable) than an atomic bomb, and can only be used via a rocket-silo, but can remotely target any position on the same surface as the launching rocket-silo (interplanetary ballistic missiles are on my todo list for the future)
- Distinct from the atomic bomb, but (should) have equivalent matching configurable settings
- Added optional "Nuclear" ammo category
-> If disabled (default), atomic bombs/rockets and the atomic warhead default to the "projectile" ammo category, benefitting instead from explosive weapons damage research (Vanilla behavior)
- Separate category specifically for the atomic-bomb and atomic-warhead
- Allows for/adds, configurable, infinite research for nuclear weapons damage
Version: 0.2.0
Date: 2025-09-12
Minor Features:
- Added additional, optional, "Fire wave" setting
-> Things in the blast radius will be set on fire
- Added additional settings for the atomic-bomb item
- Range_Modifier -> Multiplier of the range at which nukes can be fired from a rocket launcher, default = 1.5
- Cooldown_Modifier -> Multiplier of the cooldown between firing shots, default = 10
- Stack_Size -> Stack size of atomic-bombs, default = 10
- Weight_Modifier -> Multiplier of the atomic-bomb's weight; affects whether they can be launched into orbit or not, default = 1.5 * tons
- Added additional settings for the atomic-bomb recipe
- Crafting_time -> Crafting time, in seconds, for one crafting cycle of the atomic-bomb recipe
- Input_Multiplier -> Multiplier of the quantity needed for each input item to the atomic-bomb recipe
- Result_Count -> Number of atomic-bombs created from one crafting cycle
- Recipe -> String setting used to define the recipe and amounts for each ingredient for the atomic-bomb recipe
- i.e.
-> Vanilla = processing-unit=10,explosives=10,uranium-235=30
-> Space Age = processing-unit=10,explosives=10,uranium-235=100
-> Custom Defined = item-name-1=amount-1,item-name-2=amount-2,item-name-3=amount-3, etc...
- Recipe_Allow_None
-> Whether to fallback to the default vanilla recipe if none of the provided ingredients can be found
-> Allows for free crafting of nukes if enabled with no recipe set (i.e. an empty string)
Version: 0.1.0
Date: 2025-06-29
Minor Features:
- Initial release