[2.0]Add prototype-level rocket carry capacity

Things that we aren't going to implement
hopefuldecay
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[2.0]Add prototype-level rocket carry capacity

Post by hopefuldecay »

Currently, rocket carry capacity is defined solely in utility-constants, therefore it is not possible to create a mod that has silos with different launch weight capacities without re-implementing the silo functionality in lua script.
It would be nice if this was just the default value, and RocketSiloPrototype had an optional parameter for changing it.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by MaxAstro »

Please yes, being able to have different rocket types with different carrying capacities would be amazing.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by EustaceCS »

Being able to have different inventories with different carrying capacities.
Not nailed down to rockets/rocket-like prototypes, you know.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by BraveCaperCat »

We need this!
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Re: [2.0]Add prototype-level rocket carry capacity

Post by Scaevolus »

This would be very useful, since endgame rocket capacities are limiting given the strict limits on rocket launch speed and how many rockets can be in flight at once.

Vanilla could even have a "Promethium rocket silo" with a larger carry capacity as a reward other than research productivity.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by BraveCaperCat »

A technology modifier which increases the max. cargo weight of a rocket/cargo pod would also be useful for making stuff like cargo pod/rocket thrust efficiency technologies.
Also, I personally think that the max. cargo weight should apply to RocketSiloRocket entities, rather than CargoPod entities. This is because the RocketSiloRocket entity lifts the cargo into space - which then determines how heavy that cargo can be. The CargoPod entity can still determine the maximum cargo "size", as in how many slots of cargo can be lifted.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by Rseding91 »

Per prototype values is not likely to ever happen. The entire system was built with "one rocket capacity" in mind and would be a substantial rework if even possible to rework to account for variable rocket payloads.

For example - the tooltip that shows rocket capacity for a given item. If there are multiple capacities then it just needs to be deleted.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by BraveCaperCat »

Rseding91 wrote: Tue Nov 19, 2024 11:48 pm Per prototype values is not likely to ever happen. The entire system was built with "one rocket capacity" in mind and would be a substantial rework if even possible to rework to account for variable rocket payloads.

For example - the tooltip that shows rocket capacity for a given item. If there are multiple capacities then it just needs to be deleted.
It could be replaced with "Weight per stack" where, for say iron plates, would show "Weight per stack: 100kg" which could be extended to every other item.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by plexpt »

need different carrying capacities
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Re: [2.0]Add prototype-level rocket carry capacity

Post by BraveCaperCat »

Still don't understand why it's a "Won't implement" when it's a heavily requested feature change, used only by a bunch of things which would need changing.
Last edited by BraveCaperCat on Wed Nov 27, 2024 7:12 pm, edited 1 time in total.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by Rseding91 »

BraveCaperCat wrote: Wed Nov 27, 2024 3:38 pm Still don't understand why it's a "Won't implement" when it's a heavily requested feature change, used only by one thing which would need changing.
It's won't implement because of the exact thing I already said. I gave 1 example. There are many many more pieces of logic around platform requests/rocket logic that use 1 weight. The amount of people requesting a feature for modding has no relevancy when it directly conflicts with the core game features.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by plexpt »

BraveCaperCat wrote: Wed Nov 27, 2024 3:38 pm Still don't understand why it's a "Won't implement" when it's a heavily requested feature change, used only by one thing which would need changing.
They are becoming arrogant.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by plexpt »

It's just a little complicated, not impossible.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by Rseding91 »

plexpt wrote: Wed Nov 27, 2024 4:06 pm It's just a little complicated, not impossible.
You're of course welcome to write your own version of Factorio and implement its systems how you see fit.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by curiosity »

BraveCaperCat wrote: Wed Nov 27, 2024 3:38 pm Still don't understand why it's a "Won't implement" when it's a heavily requested feature change, used only by a bunch of things which would need changing.
Here's an example of a nasty piece of hardcoded logic instead of a silly non-issue with tooltips.

edit: On a second thought, maybe it's just as silly, since it can be solved the same way :lol: Not like Space Age will ever use multiple carry capacities, it only concerns the community-made mods.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by plexpt »

Rseding91 wrote: Wed Nov 27, 2024 4:21 pm
plexpt wrote: Wed Nov 27, 2024 4:06 pm It's just a little complicated, not impossible.
You're of course welcome to write your own version of Factorio and implement its systems how you see fit.
What nonsense. Are you implying that modders are not welcome here?
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Re: [2.0]Add prototype-level rocket carry capacity

Post by boskid »

Modders are welcome. If a reason was given why it is wont happening then there are two ways to proceed: 1/ accept that it is not going to happen or 2/ start proposing a solutions to issues mentioned. If you do not see entire picture and start implying "its just little complicated" that means you have selected a secret option 3/ which is a design stage of an unrelated game since a core idea of how this should work already grows in your head, you are not yet affected by the burden of knowing how the logic of selecting silos for transitional requests is based on a single rocket capacity value or any other place that was made under assumption of a single rocket capacity value. We are all people, if you become annoying for us, we may become annoying for you. If there are conflicts between core game and modding requests that cannot be resolved easily we will almost always choose core game to be more important so if you are annoyed by that there is not much hope for followup discussion.
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Re: [2.0]Add prototype-level rocket carry capacity

Post by curiosity »

boskid wrote: Thu Nov 28, 2024 7:38 am Modders are welcome. If a reason was given why it is wont happening then there are two ways to proceed: 1/ accept that it is not going to happen or 2/ start proposing a solutions to issues mentioned. If you do not see entire picture and start implying "its just little complicated" that means you have selected a secret option 3/ which is a design stage of an unrelated game since a core idea of how this should work already grows in your head, you are not yet affected by the burden of knowing how the logic of selecting silos for transitional requests is based on a single rocket capacity value or any other place that was made under assumption of a single rocket capacity value. We are all people, if you become annoying for us, we may become annoying for you. If there are conflicts between core game and modding requests that cannot be resolved easily we will almost always choose core game to be more important so if you are annoyed by that there is not much hope for followup discussion.
See, that sounds good and fair, but there is a slight (read "massive") problem with it: we have no way of knowing your implementation details. So option 3 is inevitable (note that it's not mutually exclusive with either of the other two).
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Re: [2.0]Add prototype-level rocket carry capacity

Post by plexpt »

Will it be implemented in 2.1?
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