[b][size=150]Infos[/size][/b]
[list]
[*]Type: Mod
[*]Name: Cargo Rocket
[*]Description: Use your rockets as a cargo to quickly send a payload to a distant outpost.
[*]Tested-With-Factorio-Version: 0.13.0
[*]Locale: english, french
[*]Multiplayer compatible: tested on a headless server.
[*]Tags: Rockets, Transportation, Cargo, Logistic, Chests
[*]License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore).
[*]Portal download : https://mods.factorio.com/mods/binbinhfr/CargoRocket[/list]
[attachment=1]screen1b.jpg[/attachment]
[spoiler=DESCRIPTION][b][size=150]DESCRIPTION[/size][/b]
Some are using these huge rockets to send spying satelittes or orbital ion cannons above their heads, but why not using them as a cargo to quickly send a payload to a distant outpost ?
They are quite powerful to handle a chest content, and quicker than any train !
Moreover, they do not need to reach orbital altitude, so a simplified and much cheaper version of these rockets and rocket-silo can be built and used for this only transportation purpose.

To establish a transportation path :
- Research the "Cargo rockets" technology.
- Build a Cargo departure chest on the side of a rocket silo (or a simple dedicated cargo rocket silo). Open it and rename it if you want. 
  Verify that the silo checkbox is checked : it means that the nearby silo was recorded and linked. 
  The content of this chest will be sent as a payload.
- Build a Cargo arrival chest at the delivery location. Open it and rename it if you want.
  Open one of the chests and use the "To" or "From" button to link them together (it opens a list of possible departures or arrivals).

To send a payload :
- when the rocket is built and ready, you can manually launch the payload [u][size=150]using the Launch button of the Departure Chest[/size][/u] (do not use the Launch button of the silo !).
- or you can check the "autolaunch" option. In this case, the rocket will be launch as soon as it is ready (i.e. constructed) and every stack of the departure chest is full. 
  Note that you can use the red cross to limit the size of the chest.

Tips:
- The departure chest is also a requester chest.
- The arrival chest is also a smart chest and provides information to any circuit network.
- You can check the "map mark" option to display the name of the chest on the map.
- You can link several departure chests to one rocket silo. But if you switch all these chests to autolaunch, the first filled chest will always be launch first.
- The delivery is quick but not instant. There is a transit time. The departure chest is emptied when the rocket starts to rise. 
  Then you have to wait the incompressible time of the launch/rising phase (around 15 sec). Then the trip itself has 
  a duration that depends on the distance. But it's very rapid : around 0.01s / square. So a delivery to a 500 squares distance will take a total of 15+0.01*500=20 seconds. These durations can be customized in the config.lua file.
- When a payload is launched or delivered, a message is sent to every player of the force, with the duration of the travel. This verbose mode can be disabled in the config.lua file.
- If you want to optimize your cargo rockets transportations, you may use an item compression mod like [url=https://forums.factorio.com/viewtopic.php?f=94&t=7481]boxing[/url].
- If you want to keep track of the number of rockets you are launching, you may use [url=https://forums.factorio.com/viewtopic.php?f=92&t=26519]Score Extended[/url].
- The mod is taking forces into account in case of a PvP multiplayer and multi-teams map. 

[color=#40BF40]Credits:[/color] this mod is adapted from [url=https://forums.factorio.com/viewtopic.php?f=33&t=25830]an original idea of Qon[/url].[/spoiler]
[spoiler=PICTURES][b][size=150]PICTURES[/size][/b]
[attachment=0]screen3b.jpg[/attachment][/spoiler]
[spoiler=HOW TO DISABLE THE NO-SATELLITE MESSAGE][b][size=150]HOW TO DISABLE THE NO-SATELLITE MESSAGE[/size][/b]
If you play in solo mode and are using the new Cargo rocket silo, you will potentially receive the annoying "no satellite" message every time you launch a cargo-rocket. It's because the cargo-rocket do not have any inventory, to prevent players from using it to launch the vanilla satellite (wich would be too OP). These simpler cargo rockets are not meant to reach orbital range, but just to send a parachuted payload at lower altitudes.  ;) 

So if you want to get rid of the "no satellite" message, you have to find your zipped save file in the ./saves directory of factory. Make a backup copy, in case. Then unzip it and edit the control.lua text file. Change line 85 :
[code]    if (#game.players <= 1) then
[/code]
into
[code]    if false then
[/code]
You will still have the "no satellite" message, but in the console, not blocking your game anymore.
If you want to completely get rid of these messages, delete lines 85 to 91.
Then rezip the map package and here it is.[/spoiler]

[b][size=150]Download[/size][/b]
For Factorio 0.13.X :
[color=#00BF80]Please now use the portal for downloads (see link above or use ingame mod install/update), as I won't update both downloads links here anymore.[/color]

[color=#FF0000]Nota : when upgrading from 0.12.X game, you'll have to delete and recreate/rename/relink all arrival chests because they were made out of smart chests that were deleted from the game by the factorio team, and automatically transformed into steel chests. But their entity id changed and my mod lost track of them... (I don't figure how to solve this with migration script, as it's a builtin factorio change)[/color]
For Factorio 0.12.X :
[attachment=2]CargoRocket_1.0.2.zip[/attachment]
[attachment=3]CargoRocket_1.0.0.zip[/attachment]