Simple Rockets (Vanilla+)


Small late-game rockets that carry logistic requests straight from one planet to another, without a space platform: a small rocket silo on the planet that has the items, a landing pad with requests on the planet that needs them.

Content
9 days ago
2.0
357
Logistics Logistic network Manufacturing Storage

Changelog

Version: 1.3.1
Date: 2026-10-13
  Bugfixes:
    - Fixed a crash with some other mods: the silo's "send to orbit automatically" setting isn't always there, and reading it stopped the game. It is only switched off when it exists.
Version: 1.3.0
Date: 2026-10-03
  Balancing:
    - A big rebalance: simple rockets were too cheap. A rocket cost less than a vanilla rocket while skipping space platforms altogether, so now it costs about the same.
    - A rocket takes 25 simple rocket parts instead of 5 (25 tungsten heat shields, 25 guidance computers, 25 cryogenic fuselages and 25 cryogenic fuel).
    - The four rocket materials (tungsten heat shield, guidance computer, cryogenic fuselage and cryogenic fuel) now make 2 per craft instead of 1, for half as much again of every ingredient: each one costs 25 % less, and a rocket takes 13 crafts of each. Cryogenic fuel takes 3 rocket fuel (a rocket burns 39).
    - Flight speed 300 km/s instead of 450 (Nauvis to Aquilo in about 2:30). The Simple rocket speed research adds 10 km/s per level instead of 15.
    - A quality silo's rockets fly 15 % faster per quality level instead of 30 % (legendary x1.75 instead of x2.5).
    - Existing saves: rockets half built in a silo keep their parts; the silo just needs more of them now. Rockets already in flight keep their speed.
  Bugfixes:
    - A silo could take on a shipment its logistic network didn't have enough for: the rocket filled up in part, waited for the rest, gave up and gave its load back, and the robots kept carrying the same items in and out for a while. A silo now only takes on a full rocket's worth that its network holds (less what other silos there already took on); until then the items build up in the network.
    - Copying a silo (copy and paste, blueprints, Shift + paste) brought the other silo's logistic requests along: the game kept filling the copy's rocket with them whatever its planet or settings (a silo on Gleba was sent a Nauvis silo's rocket fuel), and every copy added one more section. A silo now keeps only its own requests; the copied ones are cleared, also in existing saves.
    - Copy and paste (Ctrl + C, Ctrl + V) didn't carry a landing pad's requests: they were written into the copy tool instead of the blueprint. Also onto landing pads already built.
    - A landing pad that already held part of what it asks for from a planet could wait for ever: less than a rocket was missing from there, and silos only sent full rockets (see Changes for how they fill rockets now).
    - A silo kept getting a rocket ready for a landing pad that didn't need it any more (its requests taken out in some ways, like pasting settings over it). It now calls it off on its own as soon as the pad needs none of it.
  Changes:
    - Rockets are filled like the game's launches to space platforms: when something is missing from a planet, the rocket is filled up with more of it (even more than asked for) and takes off full, or with all that's missing if the network has no more. A landing pad with "Only what it asks for" gets exactly what it asks for: a full rocket when that much is missing, or what's missing as it is once it hasn't grown for a minute.
    - What the silos are getting ready for a landing pad can be called off: a cross on each one in the pad's window (not once it's taking off). The silo won't take it on again for a couple of minutes.
    - Shift + right click / Shift + left click between landing pads (and chests) plays the game's copy and paste sounds.
    - Copies of a silo (copy and paste, blueprints, Shift + paste, also over a silo already built) carry its destination and its automatic requests, like an assembler's recipe. A fixed destination is kept only if that landing pad is on another planet.
Version: 1.2.0
Date: 2026-10-02
  Features:
    - Rockets in flight can be called off: a cross on each one in the silo's and the landing pad's windows. The rocket turns back from where it is (the way back takes as long as it had flown, its bar in orange) and lands on the freest landing pad of the planet it left; with none there, its cargo goes back into its silo (its trash slots, for the robots to take back to the network).
  Changes:
    - Silos only send full rockets, like the game's launches to space platforms: a rocket with no room left for one more of what it carries (200 of the rocket's materials), or all a landing pad asks for (from that planet) when that's less. What a pad is missing builds up until it fills a rocket, instead of rockets flying with a handful of items. An automatic silo left with some cargo and no job (its job given up) gives it back to the network through its trash slots, and waits for a job that fills its rocket.
    - Every landing pad request is imported from one planet, like a space platform's: picking an item sets its own planet (where it's made: tungsten plates from Vulcanus, guidance computers from Fulgora, Nauvis for most), which can be changed; there's no "any planet" any more. Requests made before without a planet take their item's planet.
    - Changing a landing pad's requests (an item, its planet, its amount, removing one) makes the silos let go of the jobs they had taken on for it and not launched yet, so they're shared out again by the new requests (a silo on the wrong planet no longer keeps its job).
  Bugfixes:
    - A rocket whose landing pad was removed while it was flying lost its cargo. Its cargo goes back into its silo now.
Version: 1.1.2
Date: 2026-10-02
  Balancing:
    - The rocket's four materials (tungsten heat shield, guidance computer, cryogenic fuselage and cryogenic fuel) stack to 50 and weigh 5 kg each: 200 of each fit in a rocket.
  Bugfixes:
    - Inserters' arms behind a rocket (on the landing pad or rising in the silo) showed through it. The rocket is drawn over them now.
    - The launch sound is the vanilla rocket's own again, on the rocket: heard as a vanilla launch is (in remote view too, and arriving at a planet in the middle of a launch). The landing sounds are heard watching a planet in remote view too (they were only heard standing on it).
    - The game could crash ("RocketSilo.cpp: !this->rocket") when a simple rocket silo, with the next rocket's parts already made, started on the next rocket while the one that had just taken off still existed. After a launch, the silo now waits until that rocket is gone.
    - A launch called off (nowhere to go) gave the rocket's parts back at once, with the rocket still in the silo, which could lead to the same crash. They're given back once that rocket is gone.
Version: 1.1.1
Date: 2026-10-01
  Features:
    - "Import from" on each of a landing pad's requests, like a space platform's: pick a planet and only the silos there send it; left empty, any planet does (as before). Shown in the request's editor and in its slot's tooltip. Only the landing pads' requests: the items themselves aren't changed.
    - Landing pad settings (requests and "only receive what it asks for") are copied like a chest's: copy and paste settings (Shift + right click, then Shift + left click, also dragging over several pads), and to or from requester and buffer chests (their requests). Blueprints and copy and paste (Ctrl + C, Ctrl + V) put down over pads that are already there now carry them over too, not only to new ones.
    - A landing pad's ghost shows its panel too (name, requests, "only receive what it asks for"): what's set there goes to the pad when it's built.
  Bugfixes:
    - A silo whose launch was ordered (with its button) before its rocket held all of its cargo froze for good in the middle of the launch: it waited for cargo that could no longer go in. It takes off with what it holds now, and the rest goes in another rocket. (Its frozen rocket also counted, for the game, as on its way to the space platform above.)
Version: 1.1.0
Date: 2026-10-01
  Features:
    - Rocket silos have names, like landing pads: "Rocket silo 1", "Rocket silo 2"... and a pencil at the top of the silo's panel to rename them.
    - The landing pad's panel shows the silos getting a rocket ready for it: each one's planet and name, what it's doing (building the rocket, missing materials for it, no power, loading the cargo, waiting for cargo), a bar (orange while the rocket is built, green as it's loaded) and what it will carry.
    - "Still to be sent" explains each item in its tooltip: what the pad asks for, what it has, what's in rockets on their way, what's getting ready in silos, and what's missing.
  Changes:
    - The slot to add a request is a shade lighter than the empty ones, like the game's.
    - Renaming a landing pad that still had its default name started from an empty field: the field now starts with its current name, to be edited.
Version: 1.0.9
Date: 2026-10-01
  Changes:
    - The landing pad's panel is on the right of its window, in the game's style: its name at the top with a pencil to rename it (like a train stop), its requests as slots with their amounts like a logistic section (click one to change it, right click to remove it), what the silos still have to send, and the rockets on their way, each with a green bar filling up as it comes and what it carries.
    - The silo's window shows each rocket in flight with a green bar filling up as it goes, with the time left in it.
    - The rocket's four materials are imported by default from the planet where they're made, in a space platform's requests ("Import from"): the heat shield from Vulcanus, the guidance computer from Fulgora, the fuselage and the fuel from Aquilo.
  Bugfixes:
    - All simple rocket silos shared one logistic group ("Simple Rockets"), so each silo's requests overwrote the others': silos asked their networks for another silo's cargo and their rockets could wait forever. Each silo has a section of its own now (the shared group is removed when the game loads).
    - A silo's cargo is asked for only once its rocket is built. A load waiting in a half-built rocket counted, for the game, as on its way to the space platforms above, which then waited for it and didn't get those items from the vanilla silos. Loads already waiting in half-built rockets go back to the logistic network (through the silo's trash slots) when the game loads.
Version: 1.0.8
Date: 2026-10-01
  Changes:
    - Landing pads work like a passive provider chest in a logistic network: robots can take what a pad holds when something else needs it (rocket cargo, scrap...), but never bring it anything. This replaces the 1.0.7 fix, which showed "Logistic requests disabled" in the pad's window.
    - What a landing pad asks the rockets for is set in its own panel, under its window ("+ Add request", item, quality and amount), along with "Only receive what it asks for" (it was the "Trash unrequested" checkbox). Blueprints and copy and paste keep them.
    - Existing landing pads are updated on load, keeping their name, contents, requests, "Trash unrequested" setting and the rockets on their way to them.
  Bugfixes:
    - Inserters (or the player) could put loose rocket parts from earlier versions into a silo's rocket as cargo. Like the game's rocket parts, they can't go into a rocket any more; any already inside one are dropped next to the silo, for the recycler.
Version: 1.0.7
Date: 2026-10-01
  Bugfixes:
    - Logistic robots filled the landing pads' requests when a pad was inside a robot network, as if it were a requester chest. Its requests are for the rockets only now.
Version: 1.0.6
Date: 2026-10-01
  Changes:
    - Rockets in flight no longer show in the map's surface list (each one was a space platform there, with the game's warning icon). They show in the silo and landing pad windows, with the time left. Showing them flying on the space map is planned for Factorio 2.1.
Version: 1.0.5
Date: 2026-10-01
  Changes:
    - Rocket scrap gives back the rocket's materials in the recycler (tungsten heat shield, guidance computer, cryogenic fuselage and cryogenic fuel: of each, 1 for sure, a 2nd at 50 % and a 3rd at 25 %) instead of rocket parts, which were of no use outside the silo.
    - The simple rocket part only exists inside the silo, like the game's rocket part: hidden, and it can't be made or used anywhere else.
    - Rocket parts left loose from earlier versions: put them in a recycler, and each gives back all it cost (1 heat shield, 1 guidance computer, 1 fuselage and 1 fuel).
Version: 1.0.4
Date: 2026-09-30
  Bugfixes:
    - Landing pads showed a blinking "no logistic network" icon. They don't need one (what they ask for comes by rocket), so it's gone. The silo still shows it: it gathers the cargo from its network.
Version: 1.0.3
Date: 2026-09-27
  Features:
    - Quality silos launch faster rockets: +30 % flight speed per quality level (legendary: x2.5), on top of the speed research.
    - Quality landing pads take rockets apart better: a second rocket scrap at 20 % per quality level (legendary: always 2).
Version: 1.0.2
Date: 2026-09-27
  Bugfixes:
    - Landing pad requests ignored quality: the silo always asked its network for normal quality, so a pad asking for rare (or modded quality) items got normal ones. Silos now gather, and rockets carry, exactly the quality each request asks for.
Version: 1.0.1
Date: 2026-09-27
  Changes:
    - Mod title: "Simple Rockets (Vanilla+)" ("Cohetes simples (Vanilla+)" in Spanish).
Version: 1.0.0
Date: 2026-09-26
  Features:
    - First release.
    - Simple rocket silo (6×6): builds small one-way rockets from 5 rocket parts and launches them straight to a landing pad on another planet, carrying up to 1 ton of cargo.
    - Landing pad (6×6): a requester chest with an editable name. Its logistic requests are what the silos send. The rocket lands on its legs, the service tower's umbilical arm unloads it and the elevator takes it down into the dark shaft, where it is taken apart into recyclable scrap.
    - Automatic dispatch: pads are served in waiting order; each silo asks its logistic network for what the pad is missing and launches when the rocket is full or holds all of it. A silo can also be set to one pad and loaded by hand.
    - The silo never takes off without a route to a landing pad.
    - Rockets fly along the route between the planets (through the ones in between) at a fixed speed. Rockets in flight show in the map's surface list, among the platforms, and in the silo and landing pad windows, with the time they have left.
    - Rocket materials made on Vulcanus, Fulgora and Aquilo; research unlocked with the cryogenic science pack. Infinite research for the rocket speed (450 km/s, +15 km/s per level).
    - Rocket scrap: in the recycler it gives back 1 to 3 rocket parts.
    - Launch and landing animations with the game's own sounds.