Search found 132 matches
- 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 ...
- 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 ...
- 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 ...
изображение.png
Speed: 275km/s
Weight: 925t
Trust: 1.4Gn
0eNrsvdtuJEmSpvkqidi7AT1HVfRoCVQDvT2z2Ab2orHbvTfViQCT4RHhSAYZzUNWZTfyAeYt9mL3xeZJ1g900sgwNRPRj2RFdsZNVXrQXURNTVRU5FdR+f/jzU/nt+vPV5uLmzc//MebzdnlxfWbH/78H2+uNx8uTs93/3bz6+f1mx/e/LK5urnd/svJm4vTT7t ...
- 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 ...
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 ...
- 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 ...
Dear devs, could you please add an additional ...
- 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 ...
- 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 ...
- 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:

I've made some tests trying to solve another problem, but conclusions may be helpful and in your case.
I've made some tests trying to solve another problem, but conclusions may be helpful and in your case.
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
With both rail sigmals
https://streamable.com/ttoohj
222.png
Only chain ...
- 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. =)
Anyway, thx for responses. Now i finally realize how to build "mega" depot and bypass most of troubles. I hope. =)
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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.
Just to point out a player that there are errors in the imported blueprint.
- 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.
Geodes, slag, crushed stone and sulfuric waste water processed into ores too. Also produced Sulfuric acid for Leaching plants.