Superweapons (Vanilla+)
Superweapons inspired by Command & Conquer: Red Alert 2, rendered in the vanilla style, with
player-colour masks and the effects and sounds of the original game.
They are unique: there can only be one of each per force. You cannot build a second one,
and the recipe is locked while you own one.
This is the first release: it brings the Chronosphere. More superweapons are on the way.
Nuclear Missile Silo
The most destructive weapon in the mod. It builds a nuclear missile part by part and launches it at
any explored spot of its planet.

- Like the vanilla rocket silo, it builds the missile by itself: 150 parts, each one made of
uranium-235, a tungsten plate, a processing unit and nuclear fuel. It takes a long time, and it
accepts productivity modules. - With the missile ready, the silo opens.
- Take the Nuclear missile control from the shortcut bar and click the target, also from the
map or remote view. The damage radius is shown under your cursor. Only explored spots of the
silo's planet can be picked. - The missile rises out of sight, a siren warns everyone, and a few seconds later it falls on the
target.
Nothing survives
The explosion is the atomic bomb's, three times bigger: 75 tiles of radius, and the damage
travels outwards with the shockwave. It damages absolutely everything, your own buildings too.
Aim carefully.
Recipe and research
- Research: Nuclear missile silo, after Atomic bomb, Rocket silo and Metallurgic science
pack. It needs science packs up to Vulcanus. - Five parts, made in the foundry (no productivity, no quality): blast doors, launch platform,
service tower, guidance system and radiation shielding. The five together make the silo.
Chronosphere
A huge machine that bends time and space to move you or your vehicles anywhere, even to another planet.

- It charges 100 GJ (up to 50 MW). Once full, its dome opens and it waits, ready to fire.
- Take the Chronosphere control from the shortcut bar (or press H). The zone that will
travel is shown under your cursor. - Click the source, then the destination. The destination can be on another planet: pick it
from remote view. Only explored zones can be picked (fogged ones are fine, black ones are not). - The source zone is wrapped in a dome of energy, and everything inside travels as a group:
characters, cars, tanks and spidertrons, with everything they carry, including inventory,
equipment, quality, health and driver. - At the destination each thing appears at the nearest free spot. Characters wearing mech
armour land right where they should, on top of buildings if needed, and keep flying. - Buildings, trains, robots, items on the ground, nests and worms stay where they are.

Anything alive dies
Living beings cannot survive the trip: biters, spitters, pentapods and other creatures in the
zone die.
- Researching the Chronosphere also gives your engineers a suit adaptation: your
characters survive the trip on foot. Characters of a force without it die. - Nobody dies inside a vehicle.
Recipe and research
- Research: Chronosphere, on Aquilo, after Quantum processor. It costs 5000 of each
science pack. - Five parts, made in the electromagnetic plant (no productivity, no quality): side
generators, cupola, dome, fission generators and tungsten sheets. The five together make
the Chronosphere. - Space Age is required.
Coming next
- More superweapons.
- A dedicated heavy factory to build their parts.
Part of a bigger plan
Superweapons is a companion of New Turrets (Vanilla+) and New Enemies (Vanilla+). All
three are part of a future modpack that adds a new stage of progression to the game, with
a new planet.
Works with Factorio 2.0 and Space Age. Feedback and bug reports are welcome in the Discussion tab.
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