Cargo Ships


Adds massive cargo ships to the game, that function similarly to trains. Also adds deep sea oil, oil platforms, tanker ships, train bridges and other water based content.

Content
21 days ago
0.16 - 2.0
219K
Transportation Logistics Trains Mining Fluids Power

g Blueprints for waterways broken.

2 years ago
(updated 2 years ago)

Hello there. Great mod.

I just noticed, that my whole blueprint book with waterways is not longer working. the bots will only build every second waterway, leaving gaps in the lines.

copy and paste works fine, but as soon i crate a new blueprint, and use it, it says : " Error : cannot connect straight waterway to straight waterway" for every single gap, they leave :/

Even if you build something by hand, let bots deconstruct it , and revert your action (ctrl+Z) it wont work again

2 years ago

That is an error that should not be possible! It could be the blueprints are getting corrupted somehow.

Can you post the list of other mods you have installed, and which Cargo Ships version installed? The save file and blueprints would also help.

2 years ago
(updated 2 years ago)

https://www.filemail.com/d/gvjuiothbanvppf

Okay, here is the savegame. Modlist should be in it. Im using version 0.1.11 ...thats the only one i can see.

i also removed all mods exept ships and islands. same result.

https://www.filemail.com/d/bpnyeshfslkskis Here is the Video :)

2 years ago

The blueprints in your blueprint book contain "water-way-placed" entities. New blueprints are created with "water-way" entities. The placement logic gets confused when a "water-way-placed" entity appears without having first been a "water-way" entity. There is a blueprint migration that doesn't seem to work like I thought it would.

The workaround for now is to recreate all the blueprints and put them back in the book. The hotfix would be to replace any "water-way-placed" ghosts with "water-way" ghosts. I don't have time to push that until the weekend. The most recent Factorio update actually might make the waterway replacement logic unnecessary, so there could be a more reliable fix.

2 years ago

Okay, no Problem. The Workaround wont do much on the "Undo " action, so i guess i wait it out :)

Thanks for the fast reply. :-)

2 years ago
(updated 2 years ago)

Actually I have an even better workaround for you: Disable the runtime "Prevent water ways connections with other rail type" setting. Totally forgot I put that in there!

And as a bonus, your old blueprints will let you place waterways on land...

2 years ago

Just pushed the permanent fix after all, the problem was different than what I originally thought. Let me know if it works for you.

2 years ago

Works. Thanks. :)

Btw, now that im here anyway. open for some Suggestions/Questions ?

  1. Option to Disable the oversee power poles. (so you have to care about power on every island) :)
  2. the extra range, for "building waterways", should also work for "deconstructing waterways"
  3. Do they even have to be placed ? i mean its water xD An Option for Godmode placing, for waterways ?
    4.(Alternative "Waterway Building Ship") . its quite hard, to expend the network, cause you have to do it all by hand, specialy before you have mk2 roboport
2 years ago
  1. I had thought disabling floating power poles could be done by another mod, but it's been requested a few times so I'll think about it.
  2. The conditional range increase relies on detecting what item you are holding. It can't tell what you are trying to mine. If you pick up a waterway, you can right-click with it.
  3. Making waterways a tool item and insta-ghosts is also something on my to-do list.
  4. Tests with FARL and waterways tend to fail hilariously, not sure it's worth it when they should be free anyways.
2 years ago
(updated 2 years ago)
  1. Tests with FARL and waterways tend to fail hilariously, not sure it's worth it when they should be free anyways.

Some time ago, I've contributed to Auto Track Laying, which can be regarded as a kind of "FARL light". I specifically added support for entities from CS (i.e. water ways, signal buoys, and floating poles). Basically, you can place a boat on water ways (the boat must be on water ways, or it won't be recognized as a train), load it up with fuel and building materials, and place blueprints ahead of you. As long as you have supplies in the boat, the mod will automatically place them. Just give it a try! :-)

2 years ago
  1. :)
  2. Ahh thats a good tip. But sadly its not working in the map view, like building does.
  3. i think the "god mode" does instant palcing of ghosts....maybe you can use the code from it :)
  4. True.

Anyway. Awsome Mod, and thanks again :)

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