Search found 132 matches

by ZlovreD
Sun Mar 02, 2025 6:36 pm
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 2987

Re: [2.0] Be able to read/write interrupts for trains/space platforms


What? Did you read the docs? get_record and remove_record require https://lua-api.factorio.com/latest/concepts/ScheduleRecordPosition.html which you say if the record is part or a "normal" record or a record inside an interrupt.

Oh.. get_record(index) - In my world "Index" means integer.
So i ...
by ZlovreD
Sun Mar 02, 2025 12:05 pm
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 2987

Re: [2.0] Be able to read/write interrupts for trains/space platforms


This request may have finally been implemented!!!!!

Hidden in the docs for 2.0.36 is a new class, LuaSchedule , which includes accessor functions like add_interrupt .


Yeah, but with type mismatch.. =(
Fro example: LuaSchedule.get_record(index) expect 'table' not index. Same as LuaSchedule ...
by ZlovreD
Wed Jan 22, 2025 11:34 am
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 50
Views: 97549

Re: Fuel consumption control for thrusters in Space Age

Just another tested concept...
изображение.png

Speed: 275km/s
Weight: 925t
Trust: 1.4Gn

0eNrsvdtuJEmSpvkqidi7AT1HVfRoCVQDvT2z2Ab2orHbvTfViQCT4RHhSAYZzUNWZTfyAeYt9mL3xeZJ1g900sgwNRPRj2RFdsZNVXrQXURNTVRU5FdR+f/jzU/nt+vPV5uLmzc//MebzdnlxfWbH/78H2+uNx8uTs93/3bz6+f1mx/e/LK5urnd/svJm4vTT7t ...
by ZlovreD
Mon Jun 08, 2020 11:49 pm
Forum: Modding interface requests
Topic: LuaGUIElement.state :: string [RW]
Replies: 2
Views: 1281

LuaGUIElement.state :: string [RW]

TL;DR
Add "state" field to LuaGUIElement for all "clickable" elements (buttons, tabs and so on)
Value - [clicked/hovered/selected] or nil if none of this.

What ?
Adding "state" field for all element is a time saving addition for mod developers.
For now, if you want to handle all possible states ...
by ZlovreD
Mon Jun 08, 2020 11:10 pm
Forum: Modding help
Topic: How to access toggled state for a button.
Replies: 3
Views: 1438

Re: How to access toggled state for a button.

Yeah, it's a bit pissing me off. I can create button/tab style with "selected" graphical set, but i can't use it. Tabs can be used only in tab-container. But i can't group my custom buttons/tabs to manage selected states or swith their state separately.
Dear devs, could you please add an additional ...
by ZlovreD
Wed May 13, 2020 5:50 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem


If you set it to 5 time the normal value even once and for all. This could make several trains regularly try to find a very long path, as their standard behavior. Which could impact performances. If you increase it by a 1000 and you add 10 trains, it creates a exponential situation over time ...
by ZlovreD
Wed May 13, 2020 10:28 am
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem



And what about to adding this setting to the LTN (if it really helps)?

I won't rip other mods to feature bloat mine. Pathological, Wide Chest and so on all are great mods, use the originals and at least show appreciation to the original authors by downloading their version.

You know what ...
by ZlovreD
Wed May 13, 2020 12:56 am
Forum: Gameplay Help
Topic: How to optimize railsetup
Replies: 10
Views: 3779

Re: How to optimize railsetup

Just try to use both signals before each junction. Chain+regular like this:
Image
I've made some tests trying to solve another problem, but conclusions may be helpful and in your case.
by ZlovreD
Tue May 12, 2020 9:37 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

then if you increase the penalties given to the closest path over and over , i would expect the pathfinding algorithm to go through deeper research in every branch available to find another valid train stop for destination. ( eventually finding the far away depot but i guess at the cost of ...
by ZlovreD
Tue May 12, 2020 4:11 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Aaaand... one more time. =)
Now with "Pathological" mod.

https://i.imgur.com/XJxybNx.png

https://i.imgur.com/V5SDHcg.png

It may be a proof for mmmPI
If i set "Train In Station With No Other Valid Stops In Schedule" to 7000+ (in my case), then pathfinder send a train to far depot.
Tests shows ...
by ZlovreD
Tue May 12, 2020 11:48 am
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Good morning brain... :geek:



Note, there are waiting areas big enough to hold a train without blocking other tracks when entering and leaving the main line.

Dual signals solve such problem too.


Btw, if wiki is right and " The train has waited at a chain signal for a multiple of 5 seconds ...
by ZlovreD
Tue May 12, 2020 12:45 am
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

And after another few tests... 16 clusters per 10 trains. All depots with same names. Providers and requesters with random names. Same combinator settingss for all providers. Requesters with [<= 2 train] settings.

With both rail sigmals
https://streamable.com/ttoohj
222.png


Only chain ...
by ZlovreD
Mon May 11, 2020 8:04 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

About gifs.. I just added one extra train. That why on the last one with slow reactions for clarity.

Anyway, thx for responses. Now i finally realize how to build "mega" depot and bypass most of troubles. I hope. =)
by ZlovreD
Mon May 11, 2020 5:34 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

Ok...


If using only chain signals, then if somehow a train comes into filled depot cluster, it just stop and wait.


2020-05-11_20-15-13.gif


But if im add usual signal, then train tries to find alternatives.


2020-05-11_20-13-15.gif
2020-05-11_20-17-01.gif



At the end of "parking ...
by ZlovreD
Mon May 11, 2020 3:27 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem


1) With correct signaling a depot for 100 trains will hold 100 trains. I'm using massive stacker depots myself.

Yes. I never tried to hold more trains than actual amount of depots for them.
I just trying to break all depots on several parts, to prevent traffic issues and minimize stations list ...
by ZlovreD
Mon May 11, 2020 2:14 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [0.18.22 / 1.13.1] Several trains at the same depot problem

I noticed a strange train behaviour:

11.png

So, at each crossroads with such setup of signals, train change their destination to the next depot, but not at the last one. It litteraly can't (won't) find any alternatives (but they exists - "1" mark). But, if i place new station close enough (at "2 ...
by ZlovreD
Mon May 11, 2020 1:43 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

Re: [Not a Bug] [0.18.22 / 1.13.1] Several trains at the same depot


1) only use chain signals from start of a junction to the end or trains will be stuck in junctions like those you marked in red squares.
2) only assign as many trains to a depot as it can physically hold
3) that screenshot shows 4 different depots, name them differently


Signals - yes, my ...
by ZlovreD
Sun May 10, 2020 10:19 pm
Forum: Logistic Train Network
Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
Replies: 22
Views: 8482

[0.18.22 / 1.13.1] Several trains at the same depot problem

Tested on blank save with only LTN and Creative mods, plus ZReGroup (modded) it is QoL mod to rearange recipes in craft UI.

I'm wanna to create depot with more than 100+ trains and with stations with names like: [D] L2C, [D] L3C and so on... And when I tried to create a prototype and test it, I ran ...
by ZlovreD
Mon Apr 27, 2020 8:32 pm
Forum: Ideas and Suggestions
Topic: Blueprint import with missing signals
Replies: 8
Views: 3372

Re: Blueprint import with missing signals

What if add a list or a hint about missing objects / signals to the blueprint editor? And/or maybe viewing in "alt-mode"?
Just to point out a player that there are errors in the imported blueprint.
by ZlovreD
Fri Apr 24, 2020 8:34 pm
Forum: Angels Mods
Topic: Show me yours...
Replies: 62
Views: 63598

Re: Show me yours...

Modular, scalable, auto-balanced, no waste, ore-sorting-processing chain.
Geodes, slag, crushed stone and sulfuric waste water processed into ores too. Also produced Sulfuric acid for Leaching plants.
processing.jpg
processing.jpg (4.44 MiB) Viewed 4772 times
sorting.jpg
sorting.jpg (6 MiB) Viewed 4772 times
On right of sorting fields
On right of sorting fields
waste_processing.jpg (3.35 MiB) Viewed 4772 times

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