Search found 12 matches
- Fri Apr 17, 2020 6:32 am
- Forum: Gameplay Help
- Topic: Is this efficient
- Replies: 10
- Views: 3298
Re: Is this efficient
What is your power usage guys? I'm on 2,5GW with 3GW peaks and can't imagine building such network using solars.
- Thu Apr 16, 2020 8:52 pm
- Forum: Logistic Train Network
- Topic: How to find unaccessible depot
- Replies: 0
- Views: 840
How to find unaccessible depot
Using LTN and have more distributed depots across the map, always in 8/16 batches, however now, not sure since when, I'm getting 88/89 accessible. How could I find the flawed one? I've enabled names on map and I can't see any lonely one there.
- Thu Apr 16, 2020 8:46 pm
- Forum: Gameplay Help
- Topic: decider combinator output doesn't work
- Replies: 6
- Views: 1765
Re: decider combinator output doesn't work
You can simply set light oil as output and transform in arithmetic combinator with light*1=dot
- Thu Apr 16, 2020 8:34 pm
- Forum: Gameplay Help
- Topic: Heading to ocupied depot
- Replies: 3
- Views: 1188
Re: Heading to ocupied depot
thanks, this
thanks, this helped, but not sure why is it working this way? I expected that if I place chain signal before all normal signals, train will decide what way to use while passing it, chosing "green way" where possible.
- Thu Apr 16, 2020 8:31 pm
- Forum: Logistic Train Network
- Topic: [suggestion] Depot priority
- Replies: 8
- Views: 3132
Re: [suggestion] Depot priority
Thanks a lot, dunno how could I live without this one :O Btw it works flawlessly now .. connected all depots, counting blue signals, and when zero, enabling depot signal for backup. Alsou counting blue signals there to see how many trains are free there. But this works only when depot is enabled, as...
- Wed Apr 15, 2020 7:32 pm
- Forum: Gameplay Help
- Topic: Heading to ocupied depot
- Replies: 3
- Views: 1188
Heading to ocupied depot
Not sure if this is related to LTN, the game itself or some my wrong setup. However, there are few stations like this, this one is most exposed, as it's a bit aside, so not many trains are called from depots. There are depots with the same name at other stations, but when arrives here, it always cho...
- Wed Apr 15, 2020 7:16 pm
- Forum: Logistic Train Network
- Topic: [suggestion] Depot priority
- Replies: 8
- Views: 3132
Re: [suggestion] Depot priority
So, possibly only solution is to connect all depots' lights and count number of blue signals. If zero, enable depot signal in my backup depot. However, it requires connecting all depots into logistic network and also mess with depot lights (always green if there is at least one green in network .. ...
- Wed Apr 15, 2020 5:15 pm
- Forum: Logistic Train Network
- Topic: [suggestion] Depot priority
- Replies: 8
- Views: 3132
Re: [suggestion] Depot priority
So, possibly only solution is to connect all depots' lights and count number of blue signals. If zero, enable depot signal in my backup depot. However, it requires connecting all depots into logistic network and also mess with depot lights (always green if there is at least one green in network .. s...
- Mon Apr 13, 2020 9:28 am
- Forum: Logistic Train Network
- Topic: [suggestion] Depot priority
- Replies: 8
- Views: 3132
Re: [suggestion] Depot priority
Well, but that would need to build this depot a far far away from base which would affect overall performance.
- Sun Apr 12, 2020 4:14 pm
- Forum: Logistic Train Network
- Topic: [suggestion] Depot priority
- Replies: 8
- Views: 3132
[suggestion] Depot priority
(playing 0.17/0.11.9 so not sure if not already implemetned in latest) Use case is that I have small depot on every unloading station, so it's decentralized. However, I want to have some central backup depot with e.g. 40 trains to cover peaks and building new stations requiring a lot of material to ...
- Thu Mar 23, 2017 9:47 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 61396
Re: [MOD 0.14.12+]Useful Space Industry[0.2.6]-Perfomance patch
Hey .. I'm new to lua but quickchecked and found two issues related to previous state of launched rockets .. First one is that on_player_joined event is not fired (probably it's multiplayer only?), so loading previous state never happens. I've workarounded this by replacing on_rocket_launched event ...
- Sat Mar 18, 2017 8:40 am
- Forum: Mods
- Topic: 0.14.5 advanced Power by PlatinumEragong
- Replies: 1
- Views: 1815
Re: 0.14.5 advanced Power by PlatinumEragong
Hi there, I love that balancing. Any plans or planned updates? Can't wait for those tiered batteries.