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
1.84K
Combat Circuit network Manufacturing Cheats

b [Fix in-progress] Performance bug (>= 0.8.4)

12 days ago

The mod slowly eats away at the UPS under certain conditions, see this thread https://forums.factorio.com/viewtopic.php?p=688981

"I was able to delete the mod erroring and load the save. After running it for 10 minutes I reproduced the issue and found it's caused by the mod https://mods.factorio.com/mod/configurable-nukes and faulty logic within the mod. It's creating a ton of references to the space platform and never releasing them which causes some internal game logic that goes over references to the platform to take longer and longer.

Deleting the mod fixes the issue. Looking at the mod it seems to be making heavy use of caching (questionable at best, error prone/broken at current), and is doing several questionable things during on_load that are likely the causes of desyncs players seem to be experiencing with it."

11 days ago

Apologies for the issue, but thanks for the report!

I thought I had set it up in such a manner that it should automatically release the references, but it would appear that's not the case (at least not fully).

As far as the caching that they are referencing, I have already reworked it to some extent in anticipation of my next patch/release (includes a fix for a single-player save hosted as multiplayer desync).

Will certainly look into this and how I can improve/fix the issue going forward.

11 days ago

An update: I have been able to reproduce the issue locally. Pretty sure I understand what the problem is; working on ironing out a proper fix.

An update: I believe I have fixed this issue, at least from my local testing. Once I can wrap up some other issues, I plan on releasing an update with the fix for this.

As far as when that will be, not sure at the moment, suffice it to say as soon as I reasonably can.

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