[MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Posted: Sun Nov 23, 2014 1:04 am
by Choumiko
Choumiko's RailTanker releases, this is where you will find updated versions of RailTanker. I'll try to link them in the first post as they are posted
This mod will most likely die with the release of 0.15, since it's becoming vanilla.
I suggest that you unload your railtankers before updating to 0.15 (and maybe even remove the tankers and then the mod). I will update the mod to run with 0.15 so you can probably empty them even after updating, but i doubt i'll bother with automatically changing the mod tanker with the vanilla one (if it's possible at all).
Edit by Choumiko: I took over this thread until James O'Farrell returns, the Download-Url should now be always up to date.
Type: Mod
Name: Rail Tanker
Description: This is a mod that adds a Rail Tanker to Factorio. This can be used to move any liquid around without having to barrel it up first
License: MIT
Version: 1.4.1
Release: 2017-4-25
Tested-With-Factorio-Version: 0.14.2
Download-Url for 0.15|0.14: Rail Tanker
Long description Usage
To use the tanker you need to place a small pump near the middle of the tanker, once this is detected the liquid should start flowing. This should (hopefully) stop the tanker from connecting to random pipes around your network. Notes
The tanker is slightly the wrong size so the connection points move around a little. I've set it to have 2 connections so you should be able to at least connect to 1 of them now
Please include a copy of your save and mod folder with bug reports. You can upload them without an account at file dropper. Old Versions
now works with vanilla train conditions (full/empty/item count/inactivity)
Note: Inserters can remove the used fake items from the railtanker, so be sure to not have inserters at a station where a railtanker might stop! Currently there is no way around it
1.3.2
updated for 0.13
added swedish translation
Tanker graphics are not adjusted (yet), so it looks kind of crappy, but should work like before. Due to the wagon length not being adjusted you'll have to experiment with pump placement a bit more.
1.3.1
updated russian translation by Elektron2016
fixed order in crafting menu
might work with 0.13 (or not due to trainlength changes)
1.3.0
moving Rail Tankers display their cargo contents witth an icon in alt-view as well as in mouseover. (by Supercheese)
added russian translation by Oceanel
1.2.22
fixed ghost proxies created when train lost it's path (158498)
Railtankers can only be filled/emptied if the train is waiting at a station or is in manual mode and not moving.
1.2.21
fix error when adding Railtanker to an existing save
added german translation by ST-DDT
1.2.2
upgrading removes invalid tanks
fixed error in remote interface (wrong readouts in FatController and SmartTrains)
1.2.1
fixed desyncs in MP (hopefully)
small pump will have its collision box changed to vanilla (to prevent bugs with SqueakThrough)
more error checks in the remote interface
cleaned up code
new tech icon by Meppi
spanish translation by frenchiveruti
polish translation by diilmac
v0.0.1 - v0.0.9 bugs and stuff
v1.0.0 fixed bug with destroying tankers
v1.0.1 Initial support for 0.12.0
v1.1.0 doubled tanker size
v1.1.1 fix for 0.12.11
v1.1.2 removed git crap and fixed base dependencies
v1.1.3 changed selection box of tanks to 1.5, optional dependency for Squeak Through, it will revert the collision box changes of the small pump back to vanilla
License
License
The MIT License (MIT)
Copyright (c) 2014 James O'Farrell
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
A storage tank holding 2.5k is roughly 2x3 tiles (3x3 when placing it, but some space is required for the valves and connections). A train wagon is 2x7 tiles (with some space for connections and stuff), so from that view a capacity approaching 5k wouldn't be too far fetched...
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 1:28 am
by JamesOFarrell
Boogieman14 wrote:A storage tank holding 2.5k is roughly 2x3 tiles (3x3 when placing it, but some space is required for the valves and connections). A train wagon is 2x7 tiles (with some space for connections and stuff), so from that view a capacity approaching 5k wouldn't be too far fetched...
But a chests holds how many items compared to a cargo wagon? I was going to set it at 2.5k but Malachite pointed out that a storage tank holds a lot of liquid and even at 1.25k you will not be filling up a single tanker very often. But if people find this is not the case I will up it for sure.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 1:31 am
by Boogieman14
I was thinking about that too, I guess I would rarely fill a tank at 1k, but then I play RSO most of the time, so it might be different for normal settings (although from what I remember, the games I did play without RSO, I never hauled oil at all because there was way too much in the starting area ) I don't have any strong feelings either way, just thought about it a bit and figured I'd share
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 1:40 am
by Airat9000
JamesOFarrell wrote:
Boogieman14 wrote:A storage tank holding 2.5k is roughly 2x3 tiles (3x3 when placing it, but some space is required for the valves and connections). A train wagon is 2x7 tiles (with some space for connections and stuff), so from that view a capacity approaching 5k wouldn't be too far fetched...
But a chests holds how many items compared to a cargo wagon? I was going to set it at 2.5k but Malachite pointed out that a storage tank holds a lot of liquid and even at 1.25k you will not be filling up a single tanker very often. But if people find this is not the case I will up it for sure.
cool mod more wagons update in storage 5k 10k 25k?
idea
another would be to make for Cartmen mod where conveying gas and liquefied gas
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 1:51 am
by JamesOFarrell
Boogieman14 wrote:I was thinking about that too, I guess I would rarely fill a tank at 1k
I am the same but some other mods are liquid heavy so that might be the push I need.
Airat9000 wrote:another would be to make for Cartmen mod where conveying gas and liquefied gas
So that's one vote for larger tankers. If Cartmen's mod uses the liquid system for gas then it should work with this.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 1:55 am
by MasterBuilder
Magnificent.
In real life tankers are the preferred method to transport oil/gas. (Any liquid really. It's just more efficient.)
You don't have to expend energy to fill and un-fill the barrels, nor to move the extra weight of the barrels.
It's also more space efficient than round cylinders with gaps in-between. Here's the math:
radius = 1
Volume of cube = r^3 = 1
radius = 0.5 height = 1
Volume of cylinder = π * r^2 * h = 0.785
About a 21.5% loss in space. If the barrels hold 5k then transporting it as a liquid should gain 1075 units of liquid volume.
This, of course, assumes the transport vessel does not change. Since the default train cargo carriage looks like the top is already arched then we only loose some space rounding out the bottom to make the carriage a complete cylinder. (21.5% / 2 = 10.75%. Since we only need to convert half a cube to half a cylinder.)
Thus we should see a total increase in 537.5 units of liquid volume over the vanilla carriage. (Actually more since the barrels would not have fit uniformly in the top of the curved carriage.)
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 3:08 am
by JamesOFarrell
MasterBuilder wrote:MATHS! Thus we should see a total increase in 537.5 units of liquid volume over the vanilla carriage. (Actually more since the barrels would not have fit uniformly in the top of the curved carriage.)
The bottom of the tanker is rounded but the cargo wagon is square so you would get a little extra space in there, not much though. 5.5k is a lot of liquid to be shipping around but you can't really argue with the numbers. The devs have plans to implement a tanker at some point, it will be interesting to see how they handle this. Even if you decrease the stack size of barrels to 5 that is still 1 storage tank per cargo wagon.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 3:28 am
by Airat9000
if you take the reality that 1 tanker with oil transports by 80-120 tons of oil or gas, personally see every day, trains with cargo.. the idea is to take their volume
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 4:06 am
by MasterBuilder
JamesOFarrell wrote:
MasterBuilder wrote:MATHS! Thus we should see a total increase in 537.5 units of liquid volume over the vanilla carriage. (Actually more since the barrels would not have fit uniformly in the top of the curved carriage.)
The bottom of the tanker is rounded but the cargo wagon is square so you would get a little extra space in there, not much though. 5.5k is a lot of liquid to be shipping around but you can't really argue with the numbers. The devs have plans to implement a tanker at some point, it will be interesting to see how they handle this. Even if you decrease the stack size of barrels to 5 that is still 1 storage tank per cargo wagon.
From looking at the vanilla carriage in the game (0.11.x) it looks like the top is rounded but the bottom is square.
If this is true then you gain 10.75% more volume to store liquid when converting to a cylindrical carriage of the same length.
If the vanilla carriage is completely rectangular (and no curved top) then you gain nothing.
When we convert the square bottom to rounded we lose 10.75% volume. Since only half the vanilla carriage is square we lose half our gain of 21.5%.
If we have to convert the whole carriage from rectangular to cylindrical we lose all our gains as the numbers cancel each other out.
i.e. We gain 21.5% converting from cylindrical barrels to liquid storage. Then we lose 21.5% converting from a rectangular carriage to a cylindrical one.
TLDR: It all depends on what you consider the vanilla carriage to be. If rectangular: no gain; if half round/half rectangular: +10.75%.
EDIT:
How much mass/volume is 1 unit of liquid here? I have no clue.
Are tanks & barrels properly balanced? Hell no. I could easily fit more oil in barrels within chests in the same area it takes to place a large tank.
MORE MATH!!!
If a storage chest holds 8 barrels in 48 slots (IIRC) then that's (8*48)*25 for 9600 units of liquid storage. Much much much more liquid can be stored, by volume, in a single chest than any one tank. (This is just for a 1x1 area. A tank is 3x3 so that would mean I could fit 86400 units of liquid in chests for the same space in the game.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 4:36 am
by JamesOFarrell
MasterBuilder wrote:it looks like the top is rounded but the bottom is square
This is defiantly the case. So there would be slightly more liquid in the tanker than the wagon
MasterBuilder wrote:If a storage chest holds 8 barrels in 48 slots (IIRC) then that's (8*48)*25 for 9600 units of liquid storage
This is the real issue. Wube are not going for realism in Facotrio, they are going for what plays best I think. If that's the case any number that seems fun and balanced is the right number.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 6:12 am
by SuperSandro2000
Finally!!!! Thanks man!!!!
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Sun Nov 23, 2014 8:07 pm
by Damrus
All this talk about capacity is kind of ignoring the resource cost to actually build the barrels / wagons and assembly line vs the single tanker + pumps.
just my 2 cents though...
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 1:44 am
by CreeperDaReeper
Damrus wrote:All this talk about capacity is kind of ignoring the resource cost to actually build the barrels / wagons and assembly line vs the single tanker + pumps.
Mod:
Oil Well > Pumpjack > Pipe > Small Pump > Tanker > Small Pump > Pipe > Refinery
Ask and thou shalt receive.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 1:53 am
by JamesOFarrell
Dont forget Vanilla:
Oil Well > Pumpjack > Small Pump > Underground Pipe (repeat many times) > Small Pump > Refinery
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 3:09 am
by LordFedora
barrels are vanilla >.>
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 3:16 am
by n9103
Not sure if it's really relevant, but here's my observation/opinion on capacity:
My last serious game was using RSO, but otherwise Vanilla, and I was almost always bringing in a wagon half full of oil every few minutes. Would have been more, but I had the slots locked down to 50/50 to ensure that each of the outposts on the stop could also take empty barrels if they had used all of their buffer.
Even the stops with only dry wells (with speed 1s or 2s, some with a beacon with speed 1s or 2s as well) would still make enough to fill a slot or more every ~3 minutes that it took the train to make the loop.
So I guess I'm saying that if even RSO can completely fill a tanker without extraordinary efforts, then I'm sure Vanilla would benefit from an increased size.
And then there's the consideration that it would make shipping the oil products feasible, as well as making steam engines still viable outside the starting area on maps that use a water only in starting area setting.
To be fair though, I'm not familiar with the actual water flow rate, both from pumps and when at max use in an optimal steam setup. So my last point is probably dismissable.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 4:23 am
by MasterBuilder
I've got a positional problem for a train (dual-head) with three tankers:
Train is stopped at a station at the end of the line. (Running automatically.)
The tap for pumping out oil is equidistant from the two pumps and it won't 'connect'. (I can just make the train shorter for now.)
When placing the tap entity is it possible to align it to the grid? (The nearest square? Or maybe increase the connection range?)
The problem didn't occur when the train was oriented vertically (At the pumping station.) but it does when oriented horizontally.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 5:09 am
by JamesOFarrell
MasterBuilder wrote:Bug report.
Thanks for that, this has been fixed in 0.0.2, which is now int he first post. I've added a second connection right next to the first one so it shouldn't happen. They are close enough together that you should still only be able to make 1 connected but points to the first person getting both to connect.
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Posted: Mon Nov 24, 2014 7:24 pm
by Neotix
Rail Tanker don't want to work in my game. Very often pumps don't want connect with tanks, sometimes they start working when I replace them but when next train arrive, they stop. Also that mess with wagons length cause problems (3rd tanker is more or less in the middle between grid).