Search found 12 matches

by ParanoikCZ
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.
by ParanoikCZ
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.
by ParanoikCZ
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
by ParanoikCZ
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
ptx0 wrote: ↑
Wed Apr 15, 2020 10:27 pm
make sure a chain signal is at the entrance to depot.
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.
by ParanoikCZ
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...
by ParanoikCZ
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...
by ParanoikCZ
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 .. ...
by ParanoikCZ
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...
by ParanoikCZ
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.
by ParanoikCZ
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 ...
by ParanoikCZ
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 ...
by ParanoikCZ
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.

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