Planet Pelagos


Visit Pelagos, an insular planet of coconuts. Use calciners to refine resources, and cargo ships as the perfect way to connect its scattered shores

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a day ago
2.0
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Factorio: Space Age Icon Space Age Mod
Planets Environment Mining Fluids Manufacturing

b [marked as incompatible] Incompatibility with both Auto Barreling Machine Mods

6 days ago
(updated 6 days ago)

Getting very similar errors when attempting to load the game with Pelagos and Automatic Barreling Machines or Reworked Barreling Machine

It causes the same error regardless of which one is loaded alongside Pelagos, likely because they both share a lot of code (Automatic Barreling uses one machine for barreling and a different machine for unbarreling, while the Reworked mod just has one single machine do both processes automatically)

Error while loading entity prototype "barreling-machine" (assembling-machine): Prototype "barreling-machine" registered twice
Modifications: Planet Pelagos
5 days ago
(updated 5 days ago)

Pelagos provides it's own barreling machine.
I will check on these but probably just mark them as incompatibility

Do you need them for something specific?

5 days ago
(updated 5 days ago)

Oh, I didn't know that! No, it's just that one of my mods (Solid Fluids, makes a freezing/melting recipe for almost every fluid in the game) is easier to deal with when one of those mods is active.

Also my Reverse Factory mod has some similar code for its recycling machine, turning the fluids that were in the original recipe into a solid form, that needs to be "melted" in a chemical plant to become a fluid again. (this is to avoid the issue of "fluid sorting" since it's a furnace type entity that would output random fluids into pipes, depending on input recipes)

Problem is, they fill up the chemical plant crafting menu, so I detect if either of those auto-barreling mods are active, and then hide the recipes behind that machine so they won't appear in any of the crafting menus. I didn't know you already had one, but even if I added detection for the Pelagos version, it would lock a lot of the functionality behind another planet, if I couldn't also load up with either of the other mods. Quite the predicament...

5 days ago

In base game you can just use assembling machine for barreling.
I did not touched on that.
So it does not lock any functionality unless you removed it.

Barreling machine is used just to fill and empty barrels. It is smaller and faster, and unlike assembler can be placed on wooden platform

It is very important is to keep it unlocked with oil rig research because that is a hint on how to get fluids to your base.
Intended way is to use barrels and you do that with this simple entity.
It is impossible to get it without it before getting tanker

And new type of barrels is one of technologies you can get from planet.
For me removing barrels from game is equal with marking this planet as incompatible. Because i made this forgotten item critical here.

As for clutter.
People like to use barreling group mod.
https://mods.factorio.com/mod/barreling-group2

5 days ago

I might not have explained it properly, I'm not trying to remove barrels from the game, and there's no relation between my mods and barrels in any way.

I'm literally just using the barreling machines as a furnace-type entity that can automatically process fluids->solids and solids->fluids, without having to manually select the recipe. Using an assembling-machine type entity (like an actual assembling machine or the chemical plant that I use now) doesn't solve the problem of hiding the recipes.

As for clutter.
People like to use barreling group mod.

Although that reminds me.. I think I figured out the problem; I previously updated Solid Fluids to move the stuff into a different group to reduce bloat on the crafting menu, but totally forgot to do the same with Reverse Factory, so I guess you were right! I can technically fix this on my end

Oh... I just looked at your barreling machine, and it's still an assembling-machine type entity... this makes it unequivocally worse than this mod, which makes the machine a furnace type entity, so it just works without having to select a recipe. Any way you could, uhh.. change that?

5 days ago
(updated 5 days ago)

Oh... I just looked at your barreling machine, and it's still an assembling-machine type entity... this makes it unequivocally worse than this mod, which makes the machine a furnace type entity, so it just works without having to select a recipe. Any way you could, uhh.. change that?

I will check it out, and probably change that. But I don't mind using it as assembling machine.
Also for now marked these 2 mods as incompatible because they essentially add the almost same thing and crash on game launch

5 days ago

I noticed the mod is also Incompatible with Bigger Atom Bomb. Trying to use this and Bigger Atom Bomb causes they game to no longer launch properly and gives me the warning

5 days ago

I noticed the mod is also Incompatible with Bigger Atom Bomb. Trying to use this and Bigger Atom Bomb causes they game to no longer launch properly and gives me the warning

could you paste me warning?

2 hours ago
(updated 2 hours ago)

@TroubledZoru, unless that error is specifically related to the auto-barreling mods, I would suggest making a new thread for it, instead of piggybacking off this one (especially reporting a problem without providing any details or response to the person trying to help you)

Anyways, I ended up fixing my recipe bloat issue from my end of the Reverse Factory and Solid Fluids mod, and added their melting/freezing recipes to the Pelagos version of the barreling machine in addition to the chemical plant, ignoring a certain setting I forgot I added, that previously hid it from the chemical plants (so it can be done both early game and late game without issues)

But I still want to bump that idea of making the barreling machine a furnace type entity. It shouldn't lose any functionality, and makes the interface cleaner for barrel processing (plus, feels like an "upgrade" when compared to the manual selection of assembling machines, if it saves me like 2-3 seconds of selecting the recipe every time I place it into a new build lol)

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