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. 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?

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18 days ago
2.0
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Combat Circuit network Manufacturing Cheats

g [Investigating] Circuit Launch Not Working (0.9.4)

20 days ago

Hello I am having trouble with initiating a circuit launch. I have a decider outputting the launch, index, and coordinate signals to the IPBM Silo but the launch wont start. Is there something I am doing wrong or something I am missing? I have also looked through the settings to see if maybe I have missed anything there but it hasn't worked. The outputs are appearing on the network when I check with a power pole but its seems like they are not appearing in the silo. Thank you.

20 days ago
(updated 20 days ago)

Hello! Apologies for the issue, but thanks for the report.

My first thought/question, is just to know which version you are using, as I made changes to improve performance, but a side-effect was that circuit conditions need to be held longer for a rocket-silo to launch via a circuit-network.

Assuming you are on a recent version including these changes (greater than or equal to version 0.8.x I think? 0.8.3), it's unfortunately not simply enough to provide the launch signal for at least one tick; you may need to hold the signal for potentially up to a few seconds. In my experience (at default settings otherwise) it does not typically take more thank 3 seconds at the very most to recognize the signal and launch.

As a potential test, if you set all the values via a constant combinator, and simply wait, does the rocket launch eventually, or does it still not budge? I am curious, as I use this method extensively in my testing, so I know that in some capacity at least, it is functioning on the most recent version.

20 days ago

Hello thank you for investigating, I am currently on version 0.9.4. One of the first things I tried was enabling the legacy launch option in settings but this did not work. I have also tried constant combinators as well and there is no response either.

20 days ago

I have also tested a rocket silo with the the multi surface targeting option enabled but this did not work, I have also tried increasing and decreasing surface processing rate, and I have tried enabling and disabling surface selection.

20 days ago

I have also tested a rocket silo with the the multi surface targeting option enabled but this did not work, I have also tried increasing and decreasing surface processing rate, and I have tried enabling and disabling surface selection. Is there maybe some format to the inputs that I am missing. I assumed that say a surface index signal of I=5 would correspond to Fulgora, the same as the drop down menu, is this correct?

20 days ago

Update: I was able to initiate a circuit launch in sandbox using a constant combinator although it did not launch at Fulgora with I=5 and instead killed me lol. However, I suspect this was because I had not generated that surface yet. I will continue looking into why it wont work on my other save. Thank you

20 days ago

I have tried recreating the same conditions that led to a circuit launch in sandbox and they have not worked. The only difference between the two silos now that I cannot easily influence is how many circuit networks I have. Is it possible that this could be the problem, I have around 1500 different networks?

20 days ago
(updated 20 days ago)

Thanks for the testing and detailed reports!

I'm wondering if it has to do with potentially old/bad storage data causing issues. For the save of yours that's having issues, is it one that has been updated through multiple versions of the mod?

Either way, a few things to also try, if you haven't already, would be:

  • Does mining the rocket-silo, then placing it back, and reconnecting the cicruit-network work?
  • Does this apply to all rocket-silos? Or is it only specific silos that are experiencing this?
  • Have you tried the /configurable_nukes.init command? Calling it as written should try to reinitialize without wiping the existing storage data; calling it with 'false' as a parameter, i.e. /configurable_nukes.init false will destructively reinitialize the underlying storage data. If this doesn't fix it, then I am truly at a loss for the moment what the issue may be.
19 days ago

Thank you for your help, yes it is my main save and has been through most iterations of the mod. I have tried replacing the silo, using other silos, and launching from other surfaces this did not work. The "/configurable_nukes.init " command did not work either. Before I try the destructive "/configurable_nukes.init false" command, what kind of storage data will be lost, will I still be able to use my current save or previous saves?

19 days ago

Update: Good news, I was able to achieve a circuit initiated launch from my main save after rolling back to version 0.8.2, so maybe there is some issue that began there with older saves. I hadn't attempted circuit launches before until very recently so it went unnoticed by me for a while. I will continue on this version for now. Thank you again for looking into this and all your help so far.

19 days ago
(updated 19 days ago)

Thank you for your help, yes it is my main save and has been through most iterations of the mod. I have tried replacing the silo, using other silos, and launching from other surfaces this did not work. The "/configurable_nukes.init " command did not work either. Before I try the destructive "/configurable_nukes.init false" command, what kind of storage data will be lost, will I still be able to use my current save or previous saves?

I was wondering if this was the case, to which I do apologize, in that I know for a fact somewhere along the ways I did get some of the migration logic a bit muddled (i.e. depending on the version installed relative to the version updated to, some data migrations/updates may not have been applied properly or missed).

To the extent I am aware, it is/should be working with the present version, but depending the history of version updates relative to the save in question, some things might have gone a bit awry, as is evident with your saves (apologies).

As far as the /configurable_nukes.init false command being destructive, it should not prevent you from being able to continue to use your current save. It is destructive in that, when 'false' is passed, that just means internally a variable named maintain_existing_data (or something thereabouts) is set to false, and subsequently when the initialization.init function is processed, it will wipe the existing storage variable and rebuild it from scratch; to my knowledge, it should be the equivalent reinstalling the mod without actually uninstalling it; saving the game; and then installing it again; though it may be worth a shot to see if that also gets it to work with the current version (0.9.4).

Tldr; /configurable_nukes.init false should be safe to use in an existing save; and at most any potentially in-flight rockets/rocket-launches will be lost, as well as any specific configurations made in the rocket-silo GUIs will be lost (i.e. changes to the default signal selection, etc.)

That all said, if you are able and willing to share your save (the one exhibiting the issue(s)), I can certainly take a closer look at the storage data/potentially diagnose why rocket-silos aren't firing.

And lastly, to that end, if you want to try so yourself, there should be another built in command /configurable_nukes.print_table that accepts a few different parameters for printing out the contents of the storage table. The simplest one, to print the whole contents of the storage variable, should be /configurable_nukes.print_table --all --d=10. The syntax is /configurable_nukes.print_table [--all] [[--d] | [--depth]=<integer>] <table name/table name fragment>, where if --all is present the table name is ignored and all tables are considered, and --d | --depth defines how many levels through which to recursively iterate through sub-tables; e.g. /configurable_nukes.print_table --d=10 rocket_silo_meta_data

19 days ago

Hello again, I do not mind sharing the save file, I can share it through the discord server if you'd like. If so, would you like me to share it to the bug reports channel? I always host it as a multiplayer game if that is relevant to testing in any way.

18 days ago

That would be great, thank you for being open to do so. Yes, the bug reports channel would be a good place for it.

As far as hosting it as a multiplayer game, are you loading the game as a multiplayer hosted save? Or are you running it on a dedicated server, and joining that server? No worries either way (I presently can test both), just want to make sure I'm understanding correctly.

18 days ago

Its no problem, I appreciate your help, I always run a multiplayer hosted save, not a dedicated server.

18 days ago

An update:


The Good news:

  • With just in-game settings and commands, I was able to get rocket-silos to launch via circuit-networks on 0.9.4 with the save you shared (thanks again, greatly appreciate it!)

The Bad news:

  • There seems to be some potential runtime errors that can occur given the steps to allow the above

Overall, I sadly still haven't pinpointed the exact root cause, other than something between enabling the "Use legacy launch system" and executing /configurable_nukes.init false, plus waiting some amount of time, allows launches to occur.

  • Reminder: these above steps would periodically cause a runtime error due to some improper logic on my part (i.e. I believe I have found another potential unreported bug - fixing this too in the process). Proceed with caution if following the above steps

Thankfully, I at least know that something between these two allows rockets to launch, so I know where to investigate at least for the time being. Continuing to investigate.

18 days ago

With the release of version 0.9.5, it should be safe to execute the /configurable_nukes.init false command.

I found that if I executed that command and enabled the "Use legacy launch system", the IPBM silo located on Vulcanus would launch shortly after reaching rocket completion.

That said, I am still investigating as to why executing that command appears to fix it/be necessary.

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