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
3 days ago
0.16 - 2.0
253K
Transportation Logistics Trains Mining Fluids Power

i Poor compatibility with other mods due to oil fuel value

2 months ago

This mod adds a flat 100MJ to each unit of oil. As far as I can tell, this is only required since the onboard oil rig generator uses this oil to drive an internal power generator. This seems nice at first, because it still gives you a lot of oil as an output but at the cost of absolutely breaking power economy whenever there is another mod which allows to burn fuels into power directly.

Given the absurd amount of power, I would instead propose a change to this mechanic and either power the oil rig from thin air, or simply "dump" an equal amount of oil before passing it to the output pipe. In general I don't think this gimmick justifies such massive changes to curde oil itself.

The onboard generator can already be disabled and why build power poles on the water if there is never any need to power offshore rigs. Players could also use solar panels if they don't want magic energy to power their rigs. I think the current set of options covers a lot of use cases already.

2 months ago

Thanks for the feedback. You're right that that number isn't balanced for other mods at all. There is certainly no reason to apply it if the onboard generator is disabled completely. I think a valid solution might be to detect at the end if any fuel value has been assigned, and only add one if there is none already.

What mods specifically should we be testing with?

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2 months ago

I think a valid solution might be to detect at the end if any fuel value has been assigned, and only add one if there is none already.

As far as I can tell, this is already what the code is doing.

data.raw.fluid["crude-oil"].fuel_value = data.raw.fluid["crude-oil"].fuel_value or "100MJ"

What mods specifically should we be testing with?

I'm currently playing Space-Exploration with Krastorio and the "Gas Power Station" (which should be a Krastorio building) generates power recipies for all fuels with a fuel value. You might be aware that Space-Exploration lists Cargo Ships as a recommanded mod, so it took my friend and me a while to realize that we were kind abusing our power production.

I would actually totally fine if disabling the on-board generator would not touch the fuel value of crude oil. But I also think a proper fix would be to use a dummy sink to destroy an arbitrary amount of oil and produce an arbitrary amount of energy in return.

19 days ago

I will change it so that when internal power is disabled, crude oil is not given a fuel value. Unfortunately there are no "recipes" for burning fuel--all fluid-burners can accept all burnable fluids. I disagree about the "proper" solution -- If crude oil can be burned to power the oil rig, then it should have a fuel value. If not, then you can disable the setting and connect an external power source. Real life oil rigs must be supplied with refined fuel separately, but that's too complicated for me to implement right now. I will nerf the energy density a bit.

18 days ago

I will change it so that when internal power is disabled, crude oil is not given a fuel value.

Awesome, thanks <3

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