WARNING: NOT INTENDED FOR PUBLIC DOWNLOAD YET. ONLY FOR FRIENDS. DOWNLOAD AT YOUR OWN RISK. When you need to call down the thunder to deal with those pesky biters, launch a rocket with an ion cannon into orbit and show the bugs who's boss. Customized with progressive shot charging, orbital capacitor banks, moving platform orbit reorientation, and smarter auto-targeting.
Mods introducing new content into the game.
Version: 1.3.4
Date: 2026-06-23
Bugfixes:
- Auto-target now counts all enemy unit-spawner prototypes as nests and all enemy turret
prototypes as defensive targets, so Rampant/Schall "Nest" variants are included even when
their internal name does not contain "spawner" or "worm".
- Non-combat exclusions are now limited to ore/loot/item-style entities so modded enemy
spawners such as Inferno Spitter Nest are not filtered out by name.
Version: 1.3.3
Date: 2026-06-23
Bugfixes:
- Control Center rows now update READY / INBOUND / MOVING live without rebuilding rows, so
firing state changes show correctly while the panel is open.
- Renamed platform travel status from TRANSIT to MOVING and the strike tab to Shots Inbound
so moving platforms are not confused with shots in flight.
- Auto-target queue entries are no longer deleted just because a shot was fired. They remain
suppressed while a shot/shockwave is incoming, then are removed only when the threat is gone
or the queued point is stale.
- Strike power is based on actual stored MJ again (energy divided by the base cannon buffer),
so extra capacitor banks increase strike power instead of only increasing time-to-charge.
Version: 1.3.2
Date: 2026-06-23
Bugfixes:
- Auto-target no longer fires at alien ore / loot piles: stricter entity-name filter and a
pre-fire check that a nest or worm is actually within 10 tiles of the queued point.
- Blast radius and strike tiers now scale from charge % (energy / max buffer), not raw MJ
divided by base buffer — extra capacitor banks no longer multiply blast size 5×+.
Startup damage/radius settings still apply; reset mod startup settings on old saves if
values look unchanged.
Version: 1.3.1
Date: 2026-06-23
Bugfixes:
- Control Center sliders can be dragged smoothly (no longer rebuild the whole panel on each
tick of the slider).
- Charge %, ETAs, and In Transit labels update every tick while the Control Center is open.
Version: 1.3.0
Date: 2026-06-23
Bugfixes:
- Auto-target no longer designates Gleba alien ore / non-combat enemy entities (nests and
worms only).
Changes:
- Firing cycle: cannons stay inbound until the strike hits the ground; no recharge during
flight. Toolbar and Control Center show charge and impact ETAs.
- Control Center redesign: Fleet overview tab, per-planet tabs, In Transit tab with map ping,
defaults to the planet you are viewing (remote view aware).
Version: 1.2.0
Date: 2026-06-23
Changes:
- Removed map auto-target settings (radar toggle, visible nests, worms, min cannons ready,
cooldown). Auto-targeting is always on for charged cannons; use the Control Center Auto
checkbox per cannon to opt out.
- Existing saves: all cannons are enabled for auto-targeting on first load after update.
Version: 1.1.9
Date: 2026-06-23
Bugfixes:
- Auto-targeting works again with a single cannon: min-cannons-ready now means a reserve kept
for manual fire (auto fires only when more than that many cannons are charged). Default
changed from 2 to 0.
- Visible-region auto-targeting no longer requires the radar auto-target map setting to be on.
- New cannons default their per-cannon Auto checkbox to match the global radar setting.
Version: 1.1.8
Date: 2026-06-22
Bugfixes:
- Fixed save-load stability error: on_load no longer writes to storage (uses a module-local
flag instead; capacity sync still runs on the first tick after load).
Version: 1.1.7
Date: 2026-06-22
Bugfixes:
- Fixed save-load crash: capacity sync no longer runs during on_load (game is unavailable there).
Sync is deferred to the first tick after load instead.
Version: 1.1.6
Date: 2026-06-22
Balance:
- Auto-target secondary priority weight increased from 1/20 to 1/10 of primary (+100 vs +1000).
Version: 1.1.5
Date: 2026-06-22
Bugfixes:
- Control center buffer display now live-updates the MJ readout (not just the % bar) and syncs
cannon max capacity from startup settings on load / mod update.
Version: 1.1.4
Date: 2026-06-22
Features:
- Auto-target priorities now use a point system: Primary criterion scores up to +1000 points,
Secondary up to +50. Highest total wins, so primary dominates and secondary only tips close
races (e.g. two nests equally close — the denser one wins).
Version: 1.1.3
Date: 2026-06-22
Bugfixes:
- Auto-target "Closest to Base" now measures distance from your force spawn on that planet
(not random outpost buildings like mining drills / radars). Nest clusters queue the spawner
nearest your main base, not an arbitrary spawner in the group.
- Default sort is now Closest primary, Highest Density secondary (was density-first).
- Targeting-rule sort dropdowns save immediately when changed.
- Enforces oic-auto-targeting and oic-min-cannons-ready global settings.
- Fixed stale queue-index removal when a queued nest is destroyed before firing.
Version: 1.1.2
Date: 2026-06-22
Bugfixes:
- Auto-target priority rules (closest, highest density, furthest, oldest) now work correctly.
Distance to base was computed with a random nearby structure inside 200 tiles (not the nearest
base building), and far nests defaulted to distance 500 — which made furthest-first sorting
dominate and closest/density unreliable. Distance and nest density are now recomputed live
at fire time using closest base infrastructure. Sector scans also queue all nests in the
scanned chunk instead of one random spawner.
Version: 1.1.1
Date: 2026-06-22
Changes:
- Version bump and rebuild.
Version: 1.1.0
Date: 2026-06-21
Balance:
- Rebalanced for bigger ships: capacitor buffers hold ~5x more energy and base strike damage is ~5x lower. A given ship now takes much longer to recharge and hits softer, so big damage requires investing in more capacitor banks (a bigger platform) rather than spamming a tiny cannon. (Tunable via the buffer / damage startup settings.)
Features:
- Salvo: a control-center button that fires EVERY ready cannon over a surface at a single chosen point in one barrage.
- Selectable per-cannon strike modes: Standard, EMP (wide radius, silences spawners/turrets without killing), Carpet (much wider area, lower damage), and Beam (narrow, concentrated damage).
- Circuit-network control: wire a capacitor bank to read cannon outputs (ready, charge %, ready-cannon count) and send the new "Fire Ion Cannon" signal to strike at signal-X / signal-Y.
- Mk2 interplanetary strike: an Mk2 cannon can fire at a different planet you are viewing. Heavily penalized - reduced damage, forced beam mode, and a long extra cooldown - and very dramatic on launch.
- Incoming-strike alert + clickable map ping for the whole force on every shot (manual and automatic).
- Cinematic feedback: a descending light pillar marks the target and a power-scaled flash lights up the impact.
Notes:
- Startup-setting default changes only apply to new saves/configs; existing games can reset the buffer/damage settings to pick up the new balance.
Version: 1.0.4
Date: 2026-06-21
Bugfixes:
- Restored the toolbar shortcut and the area-fire targeting tool. The targeter module shared an internal slot with the auto-targeter and never loaded, so its shortcut/area/cursor events were dead.
- Fixed crashes caused by the undefined open_GUI handler and the "/ion-cannon reset-gui" command (both are now implemented).
- Targeting rules now actually save. An off-by-two index discarded every change; the editor now reads its fields by name.
- The GUI fire button now fires the exact cannon you clicked instead of the next available one.
- Fixed a potential crash when merging forces (the destination cannon table is now created if missing).
- Fixed an undefined-variable crash in the rocket-launch (non-Space-Age) install path.
- Cannon readiness and the "ready" announcement now update every tick instead of lagging up to ~1 second behind the charge.
- Strikes no longer apply damage twice. All blast damage now comes from the single progressive shockwave system so it matches the configured values.
- Guarded the GUI power-draw slider against minimum > maximum when many capacitor banks are attached.
Optimizations:
- Per-tick processing can no longer be registered multiple times; previously every cannon deployment stacked another on_tick/on_nth_tick handler.
- Strike entity scans now skip your own base and cap their working set, a large improvement when firing near a big factory (and orbital strikes no longer friendly-fire your own structures).
- Startup settings are cached once instead of being re-read for every cannon each charge cycle.
- Capacitor-bank recalculation now only touches the affected force instead of looping every force in the game.
- Removed dead per-tick code paths and debug console spam.
Features:
- Per-cannon confirmed-kill tracking, shown in the control center.
- "Strike at current charge" preview showing which tier (Standard / Firestorm / EMP / Mushroom Cloud) the next shot will deliver.
- Optional "Recharge All" control center button, available when the cheat menu setting is enabled.
Locale:
- Localized the entire control-center GUI and all in-game messages (English).
- Added the missing "/ion-cannon" command help text.
- Fixed the Mk2 ion cannon's description (it pointed at the Mk1 text).
Version: 1.0.1
Date: 2026-06-21
Bugfixes:
- Removed the obsolete technology system that would violently explode and delete Mk1 cannons when upgrading to Mk2.
- Fixed a critical UI bug where the control center button would render a red 'nil' error over the cannon icon when 0 cannons were deployed.
- Both Mk1 and Mk2 Ion Cannons can now be safely built and used simultaneously without wiping out your entire orbital fleet.
Version: 1.0.0
Date: 2026-06-21
Features:
- Overhauled and rebranded to Vladance - Orbital Ion Cannon Imp by rjwolfe44.
- Decoupled completely from KuxCoreLib and KuxGuiLib, making it fully self-contained.
- Implemented Orbital Capacitor Banks with modular buffer sizing and power requirements.
- Added continuous shot-effect scaling (firestorms, chain lightning, EMP silencing, and mushroom clouds).
- Fixed space platform travel targeting bugs via dynamic platform index tracking and reorientation.
- Redesigned standard Lua-based Vanilla GUI (power draw settings, threshold triggers, auto-target toggles).
- Rewritten auto-target threat evaluation queue with spatial deduplication and sector scanning.
Optimizations:
- Completely eliminated lag spikes by converting shockwave processing to a pre-cached O(1) staggering system.
- Removed idle CPU map-querying from the auto-targeter, dropping idle queue execution latency to 0.00ms.
- Implemented lazy evaluation for auto-targeting and active strike-zone collision avoidance to eliminate double firing.