Orbital Bombardment

by Maxilo

A cannon for space platforms that fires at the planet below. Seven kinds of ammo, area clearing and automatic fire control.

10 days ago
2.1
81
Combat

Changelog

Version: 0.9.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.9.0.
Version: 0.9.0
Date: 2026-10-17
  Features:
    - Automatic ammo, the new default on the designator's ammo bar. Click or drag and the strikes are
      planned from the rounds loaded in all cannons over the planet: each enemy's real health and
      resistances against each round's damage, each cannon's own rounds, reload and flight time.
      The cheapest plan that kills everything wins - rounds that run short count as dearer, time
      until the last impact counts too.
    - Infinite research Orbital strike damage (+10% per level) and Orbital reload (+10% fire rate
      per level).
  Changes:
    - Damage numbers live in one table that both the strikes and the planner use.
Version: 0.8.3
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.8.2.
Version: 0.8.2
Date: 2026-10-17
  Locale:
    - Shorter item, technology and mod descriptions.
Version: 0.8.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.8.0, which is the Factorio 2.1 release.
Version: 0.8.0
Date: 2026-10-17
  Major Features:
    - Fire control, from the new research Orbital fire control: each cannon can pick its own targets.
      Set it up in the panel next to the cannon's window - mode, round and a reserve of rounds kept
      for your own targets. Shift + right/left click copies the settings between cannons.
      * Defend: when enemies attack your buildings, the cannon strikes them. The aim is moved out in
        front of the buildings until the round cannot reach anything of yours, so a wall under attack
        is never hit by its own defence - the EMP rod and the slug can strike closest.
      * Clear: the cannon takes out the enemy nests inside your pollution cloud - the ones the attacks
        come from - most polluted first, on charted ground only and never next to your buildings.
      * Your own targets always go before the fire control's.
    - Area clearing: drag the designator over an area instead of clicking. Every enemy in it is
      found and the strikes plan themselves - as few as the chosen round needs to cover them all,
      nests and worms first, one guided rod per enemy. Strikes that would hit your own buildings are
      left out and reported.
  Features:
    - Steel rod: five steel plates, nothing else - the round a platform can make for itself from
      asteroid iron, so fire control can run without supply rockets. 5 s to impact, 6 s reload,
      radius 5, 4,000 on the point and 1,800 around it. New cannons' fire control starts on it.
  Minor Features:
    - The remote interface gained order_area and set_auto.
Version: 0.7.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.7.0, which is the Factorio 2.1 release.
Version: 0.7.0
Date: 2026-10-17
  Features:
    - Guided rod, from the new research Orbital guided munition: the designator locks it on to the
      nearest enemy under the click - unit, nest, worm, pentapod or demolisher. The marker and the
      countdown follow the target, and one second before impact the rod commits to where the target
      will be by then, leading its movement. Only a change of direction in that last second dodges
      it. One rod killed a small demolisher in testing.
  Balancing:
    - Every round now has its own profile in speed, radius and damage; before, they all flew 5
      seconds, reloaded in 10 and covered similar circles.
      * Tungsten slug: 2 s to impact, 4 s reload, radius 2.5 - 25,000 on one point, hardly any splash.
      * EMP rod: 3 s, 8 s, radius 14 - 600 electric, stun and shutdown as before.
      * Tungsten penetrator: 5 s, 10 s, radius 10 - unchanged.
      * Incendiary rod: 6 s, 10 s, radius 7 - an 800 fire burst, then the fire does the work.
      * Cluster rod: 7 s, 12 s, radius 20 - 16 bomblets of 2,800 each.
      * Guided rod: 8 s, 15 s, radius 4 - 30,000 direct hit, 3,500 around it.
    - The ammo bar's tooltip shows each round's radius, flight time, reload and damage.
  Graphics:
    - Every round leaves its own mark, so the aftermath shows what hit: a large crater with a ring of
      churned ground (penetrator), a single small hole (slug), a field of small craters (cluster
      rod), a blackened disc (incendiary rod), a mid-sized crater (guided rod) and no crater at all
      from the EMP.
  Bugfixes:
    - The penetrator's big scorchmark vanished the moment it appeared: it was created before the
      crater ground was laid, and scorchmarks are removed when a tile is placed under them.
    - The remote interface failed on positions given as {x, y} without keys.
Version: 0.6.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.6.0, which is the Factorio 2.1 release.
Version: 0.6.0
Date: 2026-10-17
  Features:
    - Incendiary rod, from the new research Orbital incendiary munition (after the flamethrower;
      made from flamethrower ammo and tungsten). It bursts on impact and sprays the flamethrower's own
      burning streams over a 10 tile circle. The ground burns for 15 seconds, units walking through
      catch fire, nests burn down and worms are badly hurt - in testing a nest reached by the fire
      was gone after 7 seconds and a behemoth worm lost two thirds of its health. Forests burn too.
  Changes:
    - The EMP rod no longer calls down a lightning bolt. The tesla chain lightning stays.
Version: 0.5.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.5.0, which is the Factorio 2.1 release.
Version: 0.5.0
Date: 2026-10-17
  Features:
    - EMP rod, from the new research Orbital EMP munition (needs electromagnetic science from
      Fulgora; made from tesla ammo, supercapacitors and tungsten). It deals moderate electric damage
      to everything hostile within 12 tiles, stuns units for 5 seconds and switches worms and nests
      off for 8 seconds - no worm fires, no nest spawns. Arcs crackle out from ground zero and tesla
      chain lightning, the tesla turret's own mechanic, jumps from enemy to enemy and stuns whatever
      it touches. Small biters die, behemoths are left standing still: the strike to open a ground
      assault with.
  Graphics:
    - The cluster rod no longer lands like a grid all at once. It first splits into three or four
      pods, each scattering its bomblets around its own point, so the pattern has clumps and gaps,
      and the bomblets come down one after another over about half a second. The number of bomblets
      varies a little from rod to rod.
  Balancing:
    - With the clumpier pattern a single cluster rod no longer reliably clears a whole field: in the
      same test it left two of nine nests and two of three worms. A second rod finishes the job.
Version: 0.4.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.4.0, which is the Factorio 2.1 release.
Version: 0.4.0
Date: 2026-10-17
  Features:
    - Cluster rod, from the new research Orbital cluster munition: it breaks up high above the target
      and rains twelve bomblets over a 12 tile circle. Each bomblet is enough to destroy a fully
      evolved nest it lands next to - one rod cleared a field of nine nests and three worms at
      evolution 1.0.
    - Choose the round per target: while the designator is in hand, a bar at the top of the screen
      shows every researched round with how many are loaded over the planet in view. Click one and
      the targets you mark from then on are struck with it.
    - The cannon has three ammo slots, so one cannon can keep several kinds of round ready.
    - Each marker shows the icon of the round it is waiting for. A target whose round is not loaded
      says so ("no cluster rod loaded") and no longer holds up other targets behind it.
    - The status panel lists what the cannon has loaded.
Version: 0.3.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.3.0, which is the Factorio 2.1 release.
Version: 0.3.0
Date: 2026-10-17
  Features:
    - Tungsten slug: a plain cast tungsten bar as a second, cheap round (10 tungsten plate). It has
      almost no blast, but whatever it hits takes 25,000 damage - a behemoth worm dies to one slug
      while a nest five tiles away only loses half its health. The splinters fly as before.
  Bugfixes:
    - The re-entry streak on the map and minimap ran 100-200 ms behind the real one: the engine
      multiplies the map animation's own speed with the speed it is drawn at. Both now land on the
      same tick.
    - The penetrator's dust no longer rolls out to three times the blast radius. The shockwave and
      fire-smoke fragments kept their projectile's speed and drifted on for 30 tiles; they now form
      where they land, so the blast sweeps out and stops at its 10 tiles.
  Graphics:
    - Smaller, shorter-lived dust puffs and a third fewer of them.
Version: 0.2.1
Date: 2026-10-17
  Changes:
    - Release for Factorio 2.0. Same content as 0.2.0, which is the Factorio 2.1 release.
Version: 0.2.0
Date: 2026-10-17
  Graphics:
    - The rod now falls the way something does at several hundred metres per second: it covers 100
      tiles in a sixth of a second, too fast to see as an object. What you see is its trail - a
      white-hot head streaking from the sky to ground zero, then an ionised column that glows on,
      cools from white to red and fades. The old fall took almost a second and trailed rocket smoke,
      which made it look like a rocket coming in.
    - The fall and the blast are now shown on the map and the minimap as well: the streak, then the
      strike circle flaring up. Entities are not drawn there, so neither was the rod before.
    - The impact has punch: the dust ring and the shockwave leave ground zero fast and brake hard
      instead of blooming out slowly, secondary fireballs ripple around ground zero, rock and sparks
      are thrown up and out with motion trails, and the crater keeps smouldering afterwards.
  Sounds:
    - A harder, shorter camera punch and a heavier impact: louder detonation plus the atomic bomb's
      aftershock rumble.
Version: 0.1.1
Date: 2026-10-16
  Changes:
    - Release for Factorio 2.0. Same content as 0.1.0, which is the Factorio 2.1 release.
Version: 0.1.0
Date: 2026-10-16
  Major Features:
    - Orbital cannon: a gun for space platforms only. While its platform is parked in orbit of a
      planet, it fires at targets marked anywhere on that planet.
    - Orbital strike designator, from the shortcut bar: in remote view of the planet, click or drag
      to mark a target (the strike lands in the middle of the box); shift + right click or drag
      cancels targets that have not been fired yet. Targets must be in charted territory.
    - Tungsten penetrator: a kinetic round made from Vulcanus tungsten. It destroys anything at
      ground zero, deals enough blast damage within 10 tiles to destroy a fully evolved nest or
      behemoth worm, levels cliffs and leaves a crater.
  Features:
    - Marked targets wait in a queue and are fired oldest first, one per ready cannon. Each marker
      shows why it is waiting: no cannon in orbit, no ammo, or reloading.
    - A fired strike is announced on the ground with a red target circle, a blinking bullseye and a
      five second countdown, visible to your force only, on the map as well.
    - The impact: the cannon fires with a railgun crack and muzzle flash on the platform, then a
      white-hot rod with a fiery trail falls out of the sky with a sonic boom and a re-entry roar,
      and hits in a flash, a shockwave and a ring of dust.
    - A status panel next to the cannon's window shows its orbit, ammo or reload time and the
      targets waiting for its planet.
    - Every refusal says why: not a planet, uncharted area, no cannon in orbit, queue full.