Factorio

Factorio

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Snake Nov 27, 2024 @ 12:48pm
rocket capacity
I've been searching for a mod or way to tweak certain weights of items to make rocket capacity make more sense. I do not understand why I must send 1200 inserters but can only send 50 red ammo.
Is their a file I can change the mass of items to fit my personal needs?
or a mod I can tweak things individuaally?
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Showing 1-15 of 40 comments
Fel Nov 27, 2024 @ 1:00pm 
I don't recommend editing the game's files directly but you can see those files in the install folder, then base/prototypes/item.lua

Items with a weight different from the base like red ammo will have a "weight" entry in their definition, "weight = 20*kg" in this case.

You could make a simple mod yourself to change those to whatever value you want.
On the mod portal, there is a mod that changes the weight of atomic bombs, in the proper way (through mod settings that a player can easily change in the settings menu), you could use that as the base to alter the weight of any item you want.
MechBFP Nov 27, 2024 @ 1:02pm 
Keep in mind altering the items will lead to bugs, since the game wasn't designed around those weights. You have been warned.
Fel Nov 27, 2024 @ 1:07pm 
Bugs are unlikely to appear just by altering the weight of items, if it did then the devs would most likely be fixing them anyway.
The balance would definitely be out of the window, since that's the main reason for the existence of having weight capacity different from stack size in the first place.
MechBFP Nov 27, 2024 @ 1:11pm 
Originally posted by Fel:
Bugs are unlikely to appear just by altering the weight of items, if it did then the devs would most likely be fixing them anyway.
The balance would definitely be out of the window, since that's the main reason for the existence of having weight capacity different from stack size in the first place.
Ya they will fix them eventually, not exactly a priority given it is a "user puts stick in bicycle wheel spokes" type of moment.
Fel Nov 27, 2024 @ 1:14pm 
Well, the devs have been fixing bugs that were found through modding for quite a while now, it is part of the reason why the game is so stable when other devs just sweep those under the rug.
MechBFP Nov 27, 2024 @ 1:18pm 
Originally posted by Fel:
Well, the devs have been fixing bugs that were found through modding for quite a while now, it is part of the reason why the game is so stable when other devs just sweep those under the rug.
Of course, but as I said, those aren't a priority. Crashes, desyncs, and bugs related to the base game functionality are all higher priority and will be until those issues are mostly fixed unless there is some overwhelming demand as a result of a particularly popular mod.
Fel Nov 27, 2024 @ 1:25pm 
Well, in a lot of cases, bugs from the game revealed by a mod are often also bugs that can affect non-modded players but that might be harder to identify.
There were quite a few bugs that the devs had no clue about how to track that ended up getting fixed thanks to mods causing them more consistently after altering some values.

In the case of weight though, the game already has a whole range of weight for items, unless you tried to put decimal or negative values it wouldn't change anything if you set the weight of red ammo to 1 instead of 20 since many items already have that weight anyway.
Snake Nov 27, 2024 @ 1:27pm 
Originally posted by Fel:
The balance would definitely be out of the window, since that's the main reason for the existence of having weight capacity different from stack size in the first place.
not sure 1200 inserters = 50 red ammo is "balanced" IMO
but it is not my game...also with heavy mod support it seems devs are cool with individual custom tweaks
Fel Nov 27, 2024 @ 1:31pm 
It's all about having you produce the ammo on the platform rather than ship it.
On the other hand, "infrastructure" items like belts or inserters are not consumables that need to be constantly produced througout the trips so they are set at values that allow you to ship a bunch at once.

You not agreeing with the balance decisions is another thing entirely of course, that's one of the reasons for mods existing and being actively supported.
argrond Nov 27, 2024 @ 1:34pm 
Because you are simply lying.
You cannot launch 1200 inserters in 1 rocket. Only 50. Same as red ammo rounds. It's even more amusing taking in account that you do not need any ammo supply from planet to platform if you gave your platform self-defenses at least a tiny bit of thought.
So this mod, even if you will find it, will not resolve any of your space operating problems, just cause additional bugs you will not be able to even identify.
Better give your platform more thought and better planning, Emergency ammo delivery from planets indicates you've failed in those fields miserably.
Snake Nov 27, 2024 @ 9:33pm 
Originally posted by argrond:
Because you are simply lying.
You cannot launch 1200 inserters in 1 rocket. Only 50. Same as red ammo rounds. It's even more amusing taking in account that you do not need any ammo supply from planet to platform if you gave your platform self-defenses at least a tiny bit of thought.
So this mod, even if you will find it, will not resolve any of your space operating problems, just cause additional bugs you will not be able to even identify.
Better give your platform more thought and better planning, Emergency ammo delivery from planets indicates you've failed in those fields miserably.
https://steamcommunity.com/sharedfiles/filedetails/?id=3373127680
My bad 8 HUNDRED then bite me
Snake Nov 27, 2024 @ 9:34pm 
that it 16 stacks if you need help with the math
There is a mod for alterign the rockets tonnage, i use it even lol

https://mods.factorio.com/mod/rocket-capacity

However i would note that altering tonnage means anything over 20 stacks cannot be auto requested by logistics anymore sadly if you request automatically and it cannot deliver it it will just hang on that request.

SO make sure automation you wish to do stays within the 20 stack limit for science this would be 4 tons but for things like nutrients or bioflux this is 2 tons. Or you can do it manually by ghosting in 20 stacks for request.

Also by default you have to go to mod settings and adjust it to what you want cuz he left it at 1 ton go and alter it to 2000, and if you dont want lower rocket costs like i didnt then just bump that back up as well.
KingOfFriedChicken Nov 27, 2024 @ 10:01pm 
I forgot to mention it but there is also mods for reusable rockets in different forms, they arent to bad either. I like balanced ones but the idea of reclaiming parts from crashed ships is pretty cool, or 1 that makes it so you just have to fuel with 50 and provide 1 tongstun per rocket (all of these adjustable) i saw a few loooking for the tonnage mod that seemed cool but i just settled on 2 tons haha cheaper overall rockets isnt the worst though.
Snake Nov 27, 2024 @ 10:20pm 
I was checking those mods out. Seemed to create more problems for me than fix the little thing I would like to mod. My problem is I don't really want to make my ship a factory, kind of like the idea of it just being a ship. Kind of the idea of it needing to resupply at every stop. It would actually be easier to make ammo in space than to have 1000s available at each planet for resupply but hey I thought it would fun that way. But if I simple increase the rockets over all capacity then when I need 5 long inverters it trys to put ( at base game 800...yes I was wrong about it being 1200) and sending 795 extras.

Now I did notice a way to request from the platform a smaller amount than a full rocket load. It still sends a few extra...which I think is due to the bots delivering what they can carry. I've been adjusting all my resupply request and I'm a lot happier on that side. Now I just need to fix the tonnage of ammo.
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Date Posted: Nov 27, 2024 @ 12:48pm
Posts: 40