Rocket Reusability


A small Space Age extension that adds Used rockets and reprocessing of their chunks.

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2 months ago
2.0
1.37K
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g Am I doing it wrong?

3 months ago

I can't seem to get the used rockets to show up. Whether I've placed the beacon on a pre-existing platform or a whole new one just to recycle rockets, no used rockets spawn. The station has plenty of power, the beacon's been on it for a matter of hours, and new rockets have consistently gone up from the planet it's orbiting, and still nothing.

The ability to stockpile and ship the incomplete rocket parts is nice, but I just don't seem to have the opportunity to start recycling.

3 months ago

Also have this issue. I have that beacon too. Nothing makes them show up.

3 months ago

my bad for the late response, it’s been a while since i’ve looked at the mod portal
you are doing it right, i’ll have to check my code and see if there was an scripting change somewhere that broke it

3 months ago

rockets only seem to be showing up on moving platforms for my games thus far

3 months ago

Same. The beacon doesn't seem to do anything, and the wreck of any launched rocket only seems to spawn on the path of the next platform that is moving away from (or possibly towards, haven't tested) that planet.

2 months ago

Dug into the code a bit, and it looks like the issue is that the mod is spawning the rocket part some 500 tiles ahead of the ship. I'm not sure if spawned entities in space always move downward, but even if so, it'd take ages to cover those 500 tiles, which is why it seems to only appear when the ship starts moving. I adjusted the mod code locally to spawn it between 75 and 150 tiles ahead of the ship instead, and it appeared as expected in space next to and a bit ahead of my ship and slowly drifted into range of my turrets. I suspect it was placed so far ahead either anticipating movement, or just expecting it to drift downward over time (but a looooong time, asteroid drift is very slow when the ship is stationary), or just to avoid spawning it inside a particularly long ship, since it doesn't do any collision detection, but the result is that, for practical purposes, currently the rocket only shows up when the ship it spawned on moves.

2 months ago

placing it that far ahead was intentional, i was both trying to avoid placing it inside really long ships and give it a bit of delay, as a rocket would not show up instantly in orbit like that.
i wonder if it's an engine optimization thing that it doesn't move if it's outside a certain zone on a platform.
looks like i will have to try and do some sort of collision detection, as it would not be good to spawn an asteroid in the middle of an oddly shaped ship.

2 months ago

Ya, I tightened the spawn range up a bit and accidentally spawned it inside my ship. That was...interesting. Fortunately, that platform had turrets, so it was quickly destroyed, but ya, damage happened >.<

2 months ago

this should finally be fixed in a new update. sorry about that!

2 months ago

They're spawning now, but jesus all my of ships are dying now. So many endless rockets with insane HP and res. x.x

2 months ago

Oh speaking of, how do the beacons work? Do they make more spawn? Or all in that area spawn for that platform or something? Or each "radar search" bar it has fills up and it spawns more?

2 months ago

radars basically give the platform priority for spawning asteroids around whatever planet they're orbiting
if you have no platforms with a beacon around a planet, it'll just randomly choose one and spawn it
but if you have some with beacons, it'll choose from those instead.
they have no effect on how many rockets actually spawn, it's one asteroid for every rocket you launch.

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