Automatic Barreling/Unbarreling Machines

by Xaetral

Adds two entities that will automatically barrel or unbarrel fluids without ever having to select a recipe.

Tweaks
12 days ago
1.1 - 2.0
2.67K
Fluids Manufacturing

g 2.0 update request

14 days ago

In the hopes of the author still playing, could you please consider updating this mod to 2.0?

14 days ago

Thank you very much for showing interest in this mod, I already planned to update all my non-wip ones to 2.0 but as you can guess I am quite busy playing the expansion these days :D

14 days ago

I can imagine that. :)
Good to know that you will update it, I appreciate that a lot.

Have fun playing!

13 days ago

There you go champ, thank you again :)

Feel free to tell me about any issue or weird behavior you might encounter, the update needs some testing in order to feel less experimental.

11 days ago

I was able to test it an it seems to work fine, thanks a lot!

There was just one instance that seemed like a bug that I was not able to reproduce:
The barreling machine had 1k fluid, but no empty barrels, the inserter taking out was waiting and had free room to drop off the filled barrel as well, and the output of the barreling machine was empty as well.
The inserter for empty barrels was holding an empty barrel over the barreling machine, but was not putting it in, so the production was stuck there. Rotating the inserter to the side and back made the production resume. After that, I was unable to force such a situation again.

Maybe this triggers something when you see the related code, maybe it is not related to this mod at all.
If I gain more insight, I will let you know.
Until then, once again, thanks! :)

11 days ago

Oh, that is very interesting because this issue has already been reported, and I'm very confident this is a mod conflict.
Would you mind sharing the list of mods that were enabled at the time? So I can look at only the ones you have in common with the other player, which will make the job much easier :)

11 days ago
(updated 11 days ago)

Sure, it's quite a list though.

The two -adjustment mods can be ignored, I'm just changing the prototypes of the respective mods to make them more balanced/compatible with the other mods I am using. They are far from doing anything close to barreling, fluids etc.

Also, Atomic_Overhaul is a mod I am currently editing/debugging, as there are a few bugs in it, most of what I ran into was caused by the migration scripts though, so you should not have to deal with them if you start a new game.
Thinking about it, I have an issue with Atomic Overhaul and the heat oil fluid, that the tanks are not converting, and the barreling was of that same exact fluid, so it might be related.
I opened a GitHub issue for it, that is not of much worth yet, I'm totally in the dark, but maybe the author might shed some light on it that might be relevant for you as well: https://github.com/Xman1109/Atomic_Overhaul/issues/70

• base 2.0.15
• anti-gloom 2.0.0
• atan-null 2.0.0
• Atomic_Overhaul 1.3.34
• auto-barrel 0.4.1
• AutoDeconstruct 1.0.2
• BarrelFluidicons 1.0.5
• chest-auto-sort 1.3.0
• CleanedConcrete 2.0.0
• configurable-valves 0.1.2
• convenience_tile_ stacks 0.0.2
• early-modules 0.1.1
• early_construction 1.0.0
• elevated-rails 2.0.15
• even-distribution 2.0.2
• Evolution Reduction 2.0.0
• Factorio_Roboport_mk2_fork 1.1.4
• flib 0.15.0
• fluent-emoji 1.1.0
• Fluid-level-indicator 0.9.3
• Gun_Turret_Alerts 2.0.5
• HotCraft 1.0.8
• invincible-construction-bots 1.1.1
• jalm 2.0.1
• KetsRadars 2.0.1
• Kux-CoreLib 3.11.5
• progressive-productivity 0.2.2
• qol_research 3.4.0
• quality 2.0.15
• rp_steam_intermediates 0.0.4
• Sane-Concrete-2 1.1.0
• Tachys _Extended_PowerPoles 1.0.0
• Teach-Lamp 0.0.1
• thermal-solar-power-lite 2.1.2
• ThickerLines 0.1.0
• advanced-fluid-handling-sp ace-age 2.0.1
• early_construction _adjust ments 1.0.1
• god-module 0.2.4
• Kux-SpeedButtons 3.0.13
• prismatic-quality 0.0.8
• QualityPlus 0.1.2
• rp_steam_roboports 0.0.7
• space-age 2.0.15
• aai-containers 0.3.1
• aai-loaders 0.2.4
• BuggisNuclearBots 2.0.1
• ChangesForKrastorio 2.3.2
• ev-logistics 2.1.2
• ev-mining-drills 3.0.2
• Productivity 2.0.3
• alien-module 2.0.12
• ev-refining 3.0.8
• alien-module-adjustments 0.0.1
• Better-Power-Armor-Grid 7.1.1

11 days ago
(updated 11 days ago)

Thank you very much, the first mod list I got has a LOT more mods and thanks to both of you it's down to only a few you have in common:
- aai-containers
- AutoDeconstruct
- chest-auto-sort
- early_construction
- even-distribution
- qol_research/qol_research_jatmn
I'm ignoring flib as it's just a library for other mods.

And from the description of each mod I can see only one that may cause the issue: chest-auto-sort
So I'll have a look at how it works.

Edit: it's actually dead simple, it's just a call to sort_and_merge(), I hope it's not a bug in the game core. Also the issue doesn't seem to happen when the source chest is opened AFAIK so I'm really not sure which mod is causing the conflict.

10 days ago

I just saw another situation that might have caused by a stuck inserter, or at least there is no other explanation I can come up with, that made my Kovarex Enrichtment setup get stuck, which was specifically designed to avoid that.
Just seeing the result makes it hard to be certain, though, but from my point of view, there is some kind of race condition somewhere that affects inserters.
I'm inclined to say my issue is not related to your mod specifically, even though I do not fully understand it yet. At least, as far as I can tell it has not happened again at the barreling/unbarreling machines and my game is running at 5x Speed (300 UPS) more or less 24/7, sometimes in the background.

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