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
20 days ago
0.16 - 2.0
258K
Transportation Logistics Trains Mining Fluids Power

b Fluid Usage per Tick-Detrimental?

22 days ago
(updated 22 days ago)

So I'm playing a world map (K2 is the main mod) using only off shore oil, no land based oil, and have Oil Rigs set up and wired to call a tanker when the total at that port is 250k. One port's signal was at 240k, so I thought, ok, with 3 Rigs, that's 30/s, so that's ~5 1/2 minutes. Cool. I check back about 10 minutes later, making sure the boat was there or on it's way back as I was out of oil for making science, and, shocker, it's still sitting waiting to be called, I check the port, and it's at 247k...that's weird, production is steady, no energy problems...hmm. I do a little digging, reading through the changelog, and then looking at the files in the mod, and the Oil generators on the Rigs are taking fluid to run, at 0.1/tick, which is 6/s. That cuts Oil Rigs to 4/s base. What for? It's not using that oil for power (It appears that power is arbitrarily created from that oil drain based on the mod setting, which I have set to None, so my Rigs need power from the network to run. And SHOULDN'T use any oil drain to create power), or for anything else, so what is the point of the drain? FYI, one Rig at 4/s, takes a whopping 17.36 hours to fill one tanker at 250k capacity. If that oil drain is meant to power the Rig, that's fine, but it needs to be a number that makes sense for the power draw, which at most is 1.05 Mw if I'm reading correctly (Rig+pump+heating for Aquilo). If oil is 20 Mj now, that would be ~.05 crude/s drained. Not per tick, per second. If it can't be setup to where the drained oil is actually used for power from it's fuel value, I'd just get rid of it all together if it were me(I have currently for my playthrough, but would love a permanent solution to this).

Just for kicks, I tested around with Uncommon, Rare, and Legendary Rigs. The Rare and Leg RIgs actually increase the fluid drain by 60% (6x1.6=9.6/s) and 150% (6x2.5=15/s), without increasing the production/s of the Rig. Which, at 0% production boost, makes a Rare Rig produce...basically nothing (10-9.6=0.4/s)...and a LG Rig actually LOSES oil from its tank at a rate of 5/s(+10 - 15 = -5/s).

On top of that, I added 160% production from base techs, so Rigs were producing 26/s base. With the drain boosted, Uncommon Rigs were at 20/s, Rare at 16.4/s, and LG Rigs at 11/s. Talk about backwards. Total value of the Oil deposit still went up due to lower resource drain, but production rates are backwards. Something else to look into!

Absolutely love this mod, but found this out while waiting (patiently I swear) for my oil tanker to return. Would love a fix or solution or other ideas! Thanks!

20 days ago

Thanks for the report. It led me to discover the missing flag, "scale fluid usage with output", that was causing the generator to vastly overconsume crude oil. This included when the generator output was capped at 0. Next update will fix this. The generator consumption is much, much less than it was previously. There will still be the intended effect where adding modules will overpower the onboard generator. I'll look at improving the quality scaling as well.

16 days ago

Awesome thanks! Definitely would love for modules to continue to affect the output and consumption one way or another, and some drain is fine, just not as much as before! Appreciate you looking into this and fixing it!

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