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
4 days ago
0.16 - 2.0
217K
Transportation Logistics Trains Mining Fluids Power

b crash in updateProgress

1 year, 1 month ago

The mod Cargo Ships (0.2.4) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event cargo-ships::on_gui_opened (ID 88)
Passed index is out of range.
stack traceback:
[C]: in function 'index'
__cargo-ships
/gui/oil_rig_gui.lua:17: in function 'updateProgress'
cargo-ships/gui/oil_rig_gui.lua:74: in function <cargo-ships/gui/oil_rig_gui.lua:69>

1 year, 1 month ago

Can you describe what you were doing when the whole happened? Can you post your full factorio.log from the crash? What other mods are running? Have you changed any settings recently related to the oil rigs?

1 year, 1 month ago

create new game, cheat a oil-rig, place the rig, click the rig.
many other mods ;-)
sorry, log is overriden, after some more tries.
hmm setting, i dont think any changed for the rig, will have look

1 year, 1 month ago

The error only makes sense if the oilrig doesn't have a fluid box. That would only happen if it was placed not on an oil patch or if another mod turned oil into an ore or something, I think. This code has worked for s very long time, that's why I won't change it until I understand your setup.

1 year, 1 month ago
(updated 1 year, 1 month ago)

this sounds suspiciously like a modification by omnifluid

1 year, 25 days ago

I tried with just omnifluid installed and it behaved normally. You'll have to give me your full mod list, save file, or factorio-current.log for me to replicate the problem.

1 year, 24 days ago

https://prnt.sc/mAfA2VYpEjcU
https://file.io/GcHnoADc8Ok1
after loading save just place and click

1 year, 24 days ago

You're right, with enough dependencies installed omnifluid does turn oil into a solid resource, which also removes the fluidbox from the oil rig. I don't know how it makes any sense to have non-fluid oil deposits in the middle of the sea, so my first inclination is to require oil rigs disabled if omnifluid is installed. How would you envision that working? I can put a check in so that the GUI doesn't get created if there is no fluidbox, but you still have to figure out how to put a chest and cargo ship loading station in front of the oil rig.

1 year, 24 days ago

This will be fixed in the next release so that it doesn't crash.

1 year, 23 days ago

| my first inclination is to require oil rigs disabled if omnifluid is installed

that would be a deterioration. better would be, to keep oil as a fluid, (the fluid is not removed and is still present)
tell omnifluid:
- not to remove the fluid-box for the oil-rig
- to add a converter fluid->solid (for oil), the other way around is already possible.
i will write this myself if necessary. but i don't like to fiddle around in active mods ;-)

1 year, 23 days ago
(updated 1 year, 23 days ago)

Okay, no problem. The only fix I did was disable the GUI if the fluidbox is gone, so it will not crash with either fluid or solid output.

All of that can be done in a separate tweak mod I think.

1 year, 11 days ago

Crash fix uploaded in version 0.2.5.

New response