Freight Forwarding


A small overhaul with a focus on long-distance logistics variety. Transport containerized items across land and sea using trains and ships! First, venture to the edge of your starting island using trains to find lead, then set sail for offshore oil using tanker ships, dredge metallic nodules from the seabed, and recover titanium from other islands. Finally you'll be transporting materials to faraway lava pools to smelt titansteel, an essential ingredient in rocket parts.

Overhaul
4 months ago
1.1
13.1K
Logistics Trains Environment Manufacturing

b [Fixed-1.6.3] Crash when using with Very BZ

1 year, 8 months ago

Tried to use this with Very BZ since there were already some BZ mods as part of this but I am getting a crash.

   2.763 Mods to disable:Failed to load mods: __FreightForwarding__/prototypes/item-subgroups.lua:10: attempt to concatenate field 'order' (a nil value)
stack traceback:
    __FreightForwarding__/prototypes/item-subgroups.lua:10: in main chunk
    [C]: in function 'require'
    __FreightForwarding__/data-final-fixes.lua:4: in main chunk

Mods to be disabled:
• FreightForwarding (1.4.2)
1 year, 8 months ago

Thanks for the report. I wouldn't recommend using other BZ mods with Freight Forwarding at the moment, because I haven't checked the balance of them, so there is likely to be some balance problems or softlocks. And they won't get the custom ore spawning that I've given to the vanilla ores, lead, and titanium. I'd like to work on making a few other BZ ores compatible, but getting it to work with all of them is likely to be far to much work. Let me know if you have any suggestions, I'm thinking that I'll start with Tungsten and Natural Gas, as they would both feel unique compared to the existing ores, and not overcomplicate the very start of the game.

1 year, 8 months ago
(updated 1 year, 8 months ago)

I just figured I'd give it a try since I really like the BZ mods, but playing a bit I can see that lead might be a problem, or at least an annoyance. With freight forwarding moving lead out of the starter area I can see that you had to tweak some recipes to avoid using it, adding more BZ mods adds more things that use lead which aren't tweaked (other mods like rampant arsenal also automatically end up using lead early on in the alternate turret recipes).

I wonder if it might make sense to integrate BZ Tungsten and have it as the "edge of the island/transport science" resource? It would remove the friction between the BZ expection of lead as a starter resource and tungsten is an early (but not starter) resource. Not sure how transport science would use tungsten though, lamps?

1 year, 8 months ago

I wonder if it might make sense to integrate BZ Tungsten and have it as the "edge of the island/transport science" resource? It would remove the friction between the BZ expection of lead as a starter resource and tungsten is an early (but not starter) resource. Not sure how transport science would use tungsten though, lamps?

Indeed I considered that, but I think that lead (and titanium) fit better thematically into the set of vanilla ores better than tungsten does, and it is simpler (which I wanted) and has better graphics. I think that adding Tungsten as another edge-of-island ore will complement the existing set nicely (and will be optional), but I'm not planning to replace Lead with Tungsten at this point.

1 year, 8 months ago

Hi, Just trying to use this mod but will not load at all. Comes up with an error .../data-final-fixes.lua:28 Attempt to index field 'unit' (a nil value)
This is version 1.42 and tried with version of Factorio 1.1.76 and 1.180

1 year, 8 months ago

Hey johnv, would you mind sharing your list of mods please?

1 year, 8 months ago
(updated 1 year, 8 months ago)

Okay I have been through all my mods and the issue happens when TA Miners is active. Disable it and Freight Forwarding works.
https://mods.factorio.com/mod/WipMod_TA-miners

I really like to use the miners so if any chance you could get them to work togeather.

1 year, 8 months ago

Try v1.5.0 :)

1 year, 8 months ago

My quick fix seems to have worked, although the TA Miner techs are missing the transport science pack now. Not a big deal, I'll do the proper fix at some point later.

1 year, 8 months ago

Awesome. Working now. Thanks.

1 year, 6 months ago

BZ compatibility now released in 1.6.3 :)

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