Uncouple the RocketSiloPrototypes weight restriction from the DLC flag
Posted: Fri Sep 04, 2026 11:08 pm
In 2.0, RocketSiloPrototypes were able to use weight restrictions without the need for a mod that depends on the DLC/feature flags:
(example image I got in 2.0 where satellites weigh 500kg each, so that you can launch 2 per rocket - although they weigh more here for extra context
)
In 2.1, RocketSiloPrototypes without `launch_to_space_platforms` set to true will completely ignore the weights of the item inside of its inventory, which is a DLC-exclusive feature.
I would like the 2.0 functionality to be added back in whatever form is most feasible for the engine as I had designed a lot of my mods rocket-related system around it. I added a handful of 'launchables', that all had varying weights so you could mix and match to maximise how much you can launch per rocket (an example being a Reusable Rocket Part Unit, which didnt weigh much and would let you get a return on some of the rocket parts you spent - so that you could make space science cheaper to launch while adding more complexity to rocket production).
Plus, personally, I think it was a pretty interesting (if unintentional) mechanic as it allows non-DLC mods to still do more with the rocket silo then what was originally feasible.
(example image I got in 2.0 where satellites weigh 500kg each, so that you can launch 2 per rocket - although they weigh more here for extra context
I would like the 2.0 functionality to be added back in whatever form is most feasible for the engine as I had designed a lot of my mods rocket-related system around it. I added a handful of 'launchables', that all had varying weights so you could mix and match to maximise how much you can launch per rocket (an example being a Reusable Rocket Part Unit, which didnt weigh much and would let you get a return on some of the rocket parts you spent - so that you could make space science cheaper to launch while adding more complexity to rocket production).
Plus, personally, I think it was a pretty interesting (if unintentional) mechanic as it allows non-DLC mods to still do more with the rocket silo then what was originally feasible.