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Factorio long-distance logistics overhaul

Home Page: https://mods.factorio.com/mod/FreightForwarding

License: GNU General Public License v3.0

Lua 100.00%
factorio factorio-mod

freightforwarding's People

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freightforwarding's Issues

Krastorio 2 integration: orange science named wrong

I am playing Krastorio 2 and FF mod pack together. The orange tech card is named "Transport science pack" which seems to be wrong, it should be named "Transport tech card" following pattern.

This can lead to confusion when trying to progress beyond the green tech.

Too Many Modded Ores Appears to Result in a Resource Placer Error

So... feel free to consider this issue a non-issue, but it would seem with enough modded ores that FF's Resource-Autoplace can't handle them. This is when using:

All BZ ores + https://mods.factorio.com/mod/IfNickel and https://mods.factorio.com/mod/BrassTacks (and AAI: Industry). Results in the following when creating a new game (on map load):

image

Now, if I drop Alumninum and the requisite Foundry from BZ... no issues. If I drop Noble Metals alone... issues. But Noble Metals and Salt being dropped... no issues.

Seems like the solution is just dropping a mod or two, but it also may be due to the current Resource-Autoplace just not handling a certain number of ores if someone uses all BZ + a couple, all of which note compatibility with FF.

For now, I'll just go with dropping Aluminum and Foundry (since I was forgoing the new building in the options anyway), but if you somehow know an easy config update solution for Resource-Autoplace, that'd be great.

BZ Salt and Clorine Option Change to Salt Mine Availability Causes Mod Load Error

In doing some research and debugging as best I can on Issue #12 I tried limiting the ores which spawn in world through mod options and ran into the following when I disabled Salt mining from the BZ Salt & Chlorine mod:

image

You may wish to note somewhere in FAQ or documentation that removing mineable salt fields is not supported. (Or, alternatively, make this optional/check the status of this option as Salt is still produceable through assemblers requiring only water as an input. The mines themselves are not needed for progression with other default options set.)

image

Remove dredger(fake) module slots

Extended Descriptions mod from FF pack shows dredger to have 2 module slots

However, the actual dredger assembling machine doesn't have module slots

Krastorio 2 compability

Got an error when attempting to load krastorio 2: "attempt to index field 'ic-load-logistic-network'" in data-final-fixes.lua.

Cointainers in Long Range Delivery Drones

If I set a logistic request for empty containers in a LRDD Request Depot I get the message "Containers are too heavy for logistic robots to carry - request has been cleared", but if I set the request using a constant combinator it works fine, actually we've had the request going for a while now so if this is fixed we'll have to change our factory a bit.

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