Cargo Ships: Battleship


Battleship submod for cargo ships. Creates Battleship, by adding artillery turret to cargo ship. Creates Patrol Boat, custom design boat with missile turret.

Content
a day ago
2.0
1.74K
Transportation Logistics Combat Armor

b Incompatibility with Pelagos

27 days ago

Error on factorio startup:

Failed to load mods: Error in assignID: technology with name 'cargo_ships' does not exist. It was removed by pelagos.

Source: battleship (technology).

pelagos 0.44.2
battleship 0.1.6

27 days ago

fix in 0.1.8

25 days ago

Still have the same problem
Active Mods: Battleships 0.2.5 and Planet Pelagos 0.44.2 (and dependencies):

Failed to load mods: Error in assignID: technology with name 'cargo_ships' does not exist. It was removed by pelagos.

Source: battleship (technology).

25 days ago

Well, yeah... the fix from 0.1.8 went to waste when I tried to fix a workaround fix for version 0.2.something...

Would you be able to check if 0.1.8 worked without any problems?

25 days ago

Unfortunatelly Battleship 0.1.8 and Pelagos 0.44.2 have the same error:
Failed to load mods: Error in assignID: technology with name 'cargo_ships' does not exist. It was removed by pelagos.

Source: battleship (technology).

25 days ago

in theory, it would be enough to throw out the cargoship in the required technologies...

but the problem is deeper :
"Based on recent updates for the "Planet Pelagos" mod for Factorio, cargo ships were removed or modified to allow for diesel-powered operation independent of the mod. This change, along with adjusting how ships are unlocked, aimed to improve compatibility and allow players to use the mod without needing the full, original configuration.
Modification Details: The update removed the next_upgrade field from the diesel assembler, indicating a shift in the progression logic for ships within the mod."

25 days ago

my mod is just a submod for cargo ships and it can't work without it...

20 days ago

So the issue is that you check for cargo_ships technology being unavailable in the data stage, but Battleships loads before Pelagos so it still exists at the time you check. Two ways you can handle this, either add the cargo_ships in data-updates or data-final-fixes, or perhaps add Pelagos as an optional dependency and when it is active set the prerequisite to be "planet-discovery-pelagos".

20 days ago

I'll be honest, before this weekend I didn't even have SpaceAge to check how it works... now I do and I'll be looking into this problem.

20 days ago

No worries at all, was just trying to help as I went looking when I had the same error, though I ended up not using Pelagos anyway it has some other compatibility issues I didn't want to deal with.

19 days ago

I'm currently practicing rendering my own graphics. I think once I have it, I'll be able to disable the requirement for cargoships to be enabled... which should solve this problem.

6 days ago

This and similar issues should be fixed in pelagos 0.51.3

Bugfixes:
- code that makes unused cargo ships technologies hidden should now rewire technology
connections first, to make sure other mods that rely on them work properly.
Peterwolf's cargo ship mods should now work fine with pelagos.

In moment of making planet there were almost no mods that work with cargo ships, which was one of the reasons to make planet in first place. To have a place where cargo ships just feels right, and not like worse version of train.

So this issue have not occured before.
I think now it should work fine with all mods that rely on cargo ships tech tree, I rewire tech tree connections in final fixes instead just hiding unused technologies.

Have a nice day :D

6 days ago

This and similar issues should be fixed in pelagos 0.51.3

Bugfixes:
- code that makes unused cargo ships technologies hidden should now rewire technology
connections first, to make sure other mods that rely on them work properly.
Peterwolf's cargo ship mods should now work fine with pelagos.

In moment of making planet there were almost no mods that work with cargo ships, which was one of the reasons to make planet in first place. To have a place where cargo ships just feels right, and not like worse version of train.

So this issue have not occured before.
I think now it should work fine with all mods that rely on cargo ships tech tree, I rewire tech tree connections in final fixes instead just hiding unused technologies.

Have a nice day :D

And have a good day to you too.

Talandar Cargo Ships Tweaks is a great idea and work!

With the other mods, it's also great work; I really like them.
A few of them inspired me to experiment on my own...
For me, the Wooden Platform is just begging to be able to be towed. Hence this experiment: https://mods.factorio.com/mod/tagboat_towship

Diesel Cargo Ships - well, ships like this should run on liquid fuel, not coal or wood... I would go further and refuel it directly with Heavy Fuel Oil... hence the experiment with dividing the tanker's tanks. Cargo Ships - Split Tanker (3 fluids)
https://mods.factorio.com/mod/split_tank

Cargo Crates -> container ship & port shore cranes, no comment needed ;)
https://mods.factorio.com/mod/container-cargo-ship
https://mods.factorio.com/mod/port-crane-loader

6 days ago
(updated 6 days ago)

I am happy that my work gave you inspiration to build stuff :D

I generally tend to avoid heavy scripting if possible, barrel fueled stuff feel like good enough compromise, also its nice for barrels to have use.
In order to share this system and fuel values between my other mods i made this mod
https://mods.factorio.com/mod/diesel_engine
You can detect it and use it as well similarly how its done here, as compatibilty to ensure all ships are powered in same way:
https://mods.factorio.com/mod/diesel_cargo_ships

I have seen tanker with multiple tanks, idea sound cool, but I am not sure where i could use it because i usually don't have enough differerent kinds of fluids i would like to carry at one go

https://mods.factorio.com/mod/shipping-containers
You probably know this mod.
I was thinking a while back about entity crane system, but I droped this idea because it feels unnecesary, even if that could be cool if it worked.

I have read that you purchased SA recently.
Besides pelagos, you can find on my profile mods that adapt planets to be more ship oriented. In case you need my help I have my discord linked literally everywhere.

I probably like Sail boats from your mods the most but that could be biased because I live 10-15 min walk from them

6 days ago

I was thinking a while back about entity crane system, but I droped this idea because it feels unnecesary, even if that could be cool if it worked.

"it feels unnecesary", sounds perfect for me :D
Because you see, what interested me most in this game was the railroad sandbox... in my game, trains, ships, and planes mainly transport "air" or any other cargo - just for the sake of weight... and the whole fun for me was automating and messing of with this logistics network...

Recently, making mods has become even more fun for me :) but like last time... it's not necessarily related to the main story of the game ;)

New response