This simple mod just adds a new radar that will automatically launch one rocket in the nearby rocket silos per scan done. Accompanying technology has to be researched after rocket silo ... but if you're going to try and supply several rocket silos that probably isn't going to be an issue.
Tested with 0.12.5 (and bob'smods)
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The latest update will launch the rocket once any item is in the satellite slot. This should help for launching orbital ion cannons (which is an excellent mod).
Can you share the save file ? I wonder if my PC can handle the amount of entity needed to supply an array of silo.
Ehhh.. well, I use bob's mods which has a fairly powerfull endgame with loads of modules. So it's not nearly as impressive as you might think. Plus I can't constantly supply all 32 silos yet. it sure looks cool though!
FISHMANPET wrote:How close does the "radar" have to be to the rocket silos to launch them? Is there some kind of indicator when placing it?
No indicator yet... But it connects to all silos in it's radar range - which is twice as far as a normal radar. If there's some kind of interest might add something - maybe a simple message on placement for starters?
Oh, never play with Bob's mod.
i did rough calculation using foreman tools.
On vanilla, if we want to launch every minute on single silo, we need at least about 400 electric furnace (copper+iron) on speed module 3.
waduk wrote:Oh, never play with Bob's mod.
i did rough calculation using foreman tools.
On vanilla, if we want to launch every minute on single silo, we need at least about 400 electric furnace (copper+iron) on speed module 3.
Bob's mods depending on how you use them have some to good modules(god modules) or very good modules like green module or pure productivity module. This means you can make a lot more from same amount of input materials.
waduk wrote:Oh, never play with Bob's mod.
i did rough calculation using foreman tools.
On vanilla, if we want to launch every minute on single silo, we need at least about 400 electric furnace (copper+iron) on speed module 3.
Bob's mods depending on how you use them have some to good modules(god modules) or very good modules like green module or pure productivity module. This means you can make a lot more from same amount of input materials.
Yeahhh... High end buildings also have a ton (eight or so?) module slots, MK3 beacons have a huge range and again lots of slots. Modules are fairly cheap compared to vanilla. The basic recipes are usually cheaper (e.g. steel= 2x iron plates).... All this quickly adds up, even without merged modules. But, however much I like bob's mods this isn't the place to discuss that.
New update! No new functionality, just a fancy icon showing how many rocket silos are controlled.
I've been using your mod now for 57 succesful launches, and I got a feature request: can you let it show the average time between launches? To see if i'm getting close to that 2 launches per minute mark?
Nope because that post gives me absolutely no idea what has been changed, and why. And since nobody else had posted the same error message, I thought I would.
Bearing in mind I'm playing a 'just in time' game where stuff is produced only when it's needed, it'll be about 4 months before I need this mod.
Nope because that post gives me absolutely no idea what has been changed, and why. And since nobody else had posted the same error message, I thought I would.
Bearing in mind I'm playing a 'just in time' game where stuff is produced only when it's needed, it'll be about 4 months before I need this mod.
He did say what he did: Just changed any game.on_event/on_init etc to script.on_event.
I.E., he ported it to the newer Factorio API.
CmdrKeen wrote:Another unofficial update:
0.1.3 - added support for orbital ion cannon 1.0.9+
This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod!
error on line 206 of control.lua i'm guessing?
unofficial update:
0.1.4
- launchcontrol allows any object placable in the satellite slot to be launched. automate with care.
- fixed bug with 0.1.3 where games without orbital ion cannon was installed would fail when attempting to auto launch a rocket.
CmdrKeen wrote:Another unofficial update:
0.1.3 - added support for orbital ion cannon 1.0.9+
This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod!
error on line 206 of control.lua i'm guessing?
unofficial update:
0.1.4
- launchcontrol allows any object placable in the satellite slot to be launched. automate with care.
- fixed bug with 0.1.3 where games without orbital ion cannon was installed would fail when attempting to auto launch a rocket.
Haha, I was just about to update the very same fix... Did take me a while to figure out inventory 5 and pcall
Do you wanna take over the mod? I'd be happy to leave it in your capable hands!
CmdrKeen wrote:Another unofficial update:
0.1.3 - added support for orbital ion cannon 1.0.9+
This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod!
error on line 206 of control.lua i'm guessing?
unofficial update:
0.1.4
- launchcontrol allows any object placable in the satellite slot to be launched. automate with care.
- fixed bug with 0.1.3 where games without orbital ion cannon was installed would fail when attempting to auto launch a rocket.
Haha, I was just about to update the very same fix... Did take me a while to figure out inventory 5 and pcall
Do you wanna take over the mod? I'd be happy to leave it in your capable hands!
I might do compatibility updates to 0.1.4 but I have other mod's I'm working on at the moment.