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?
Mods introducing new content into the game.
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, inifinite 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