Fair enough, sounds like a solid choice. Creating a lot of overhead just because of one edge case is not desireable.
Anyway, thank you for this awesome mod
I love it.
Search found 15 matches
- Tue Oct 02, 2018 3:32 pm
- Forum: Logistic Train Network
- Topic: LTN not wanting to pick up liquids.
- Replies: 5
- Views: 3859
- Tue Oct 02, 2018 12:09 pm
- Forum: Logistic Train Network
- Topic: LTN not wanting to pick up liquids.
- Replies: 5
- Views: 3859
Re: LTN not wanting to pick up liquids.
What I build was - Provider station in network 0xffffffff - Requester station in network 0xffffffff - Depots in 0x1 However, from a earliers starting factory there was still a provider station in 0x4. This last station had more items then the newly build provider station. So from the logs I found th...
- Tue Oct 02, 2018 9:27 am
- Forum: Logistic Train Network
- Topic: LTN not wanting to pick up liquids.
- Replies: 5
- Views: 3859
Re: LTN not wanting to pick up liquids.
Nvm, fixed it.
I screwed up with stationnetworks. However, not finding a suitable train shouldn't that show up as a warning?
I screwed up with stationnetworks. However, not finding a suitable train shouldn't that show up as a warning?
- Mon Oct 01, 2018 10:08 pm
- Forum: Logistic Train Network
- Topic: LTN not wanting to pick up liquids.
- Replies: 5
- Views: 3859
LTN not wanting to pick up liquids.
In my safe I try to move liquid from one station to another. This works perfectly fine. Except for Natural Gas Liquids. I also do not get the message "No station supplying Natural Gas Liquids found in networks 0xffffffff." I added the safegame. It should ship from "Mikael - RealZelyet...
- Tue Sep 25, 2018 2:07 pm
- Forum: Logistic Train Network
- Topic: Does LTN select a train from the nearest Depot?
- Replies: 10
- Views: 3945
Re: Does LTN select a train from the nearest Depot?
Is nearest defined as path length or as the crow flies?
- Tue Sep 25, 2018 10:30 am
- Forum: Logistic Train Network
- Topic: Does LTN select a train from the nearest Depot?
- Replies: 10
- Views: 3945
Does LTN select a train from the nearest Depot?
Does LTN select a train from the nearest Depot?
Or will it pick a train at random from any depot?
Ignoring the train composition here, because i'm only running one type of train.
Or will it pick a train at random from any depot?
Ignoring the train composition here, because i'm only running one type of train.
- Thu Sep 20, 2018 10:36 am
- Forum: Gameplay Help
- Topic: My struggle with building train signals
- Replies: 6
- Views: 2773
Re: My struggle with building train signals
I don't like the blueprint option. As you lock yourself to a fixed number of options.
LTN is awesome and already in my collection. I had a quick peek at FARL and it look promissing. However, it probably ends up being used in a non intended fasion.
LTN is awesome and already in my collection. I had a quick peek at FARL and it look promissing. However, it probably ends up being used in a non intended fasion.
- Thu Sep 20, 2018 8:44 am
- Forum: Gameplay Help
- Topic: My struggle with building train signals
- Replies: 6
- Views: 2773
My struggle with building train signals
Hey, There are a lot of threads about the "correct" way of placing signals at junctions and stations. In my case it was always quite simple. Maybe my 1000+ hours of openTTD helped a tiny bit. Anyway, my method of laying track is using the ghost planner. I plan double railtrack and will bui...
- Fri Jan 26, 2018 11:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.19] Desync Multiplayer - Placing factory during lag
- Replies: 2
- Views: 1323
[0.16.19] Desync Multiplayer - Placing factory during lag
In the multiplayer game we got a desync. So this is how it happened: We builded a factory. Due to lag it was not placed in standly. During that lag we placed another factory just one tile offset. That resulted in a desync. The game is modded so the desync report doesnt fit on the forum: https://www....
- Mon Dec 11, 2017 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.40] Splitter reverses belt sprite of tunnel
- Replies: 1
- Views: 835
[kovarex] [0.15.40] Splitter reverses belt sprite of tunnel
This is a pure graphical glitch. So we place two tunnels head to head. With the direction away from each other. If we place a splitter against it. The belt graphic shows that the belds are moving towards each other. The tunnel cover is still correct and the actual direction of item movement is corre...
- Sun Jul 03, 2016 1:13 pm
- Forum: Duplicates
- Topic: [0.13.3] Multiplayer desync placing rail items/offshore pump
- Replies: 7
- Views: 3187
Re: [0.13.3] Multiplayer desync placing rail items/offshore pump
You will keep resyncing. But if you ram a numberkey in the time you are "in game". you will be able to switch tools quick enough. When you resync again your hand will have another tool. Unless you selected a station/pump/signal again offcourse. Best way to still build signals or stations i...
- Mon Nov 03, 2014 6:20 pm
- Forum: Resolved Problems and Bugs
- Topic: Two days worth of desyncs: 74
- Replies: 6
- Views: 3370
Re: Two days worth of desyncs: 74
Hi Quis, I had the same kind of problem, we had some desync loop between one linux host and one windows client. The other way around it worked perfectly. After some time couple of desyncs appeared, but they where eliminated by switching of the auto-save on the clientside. I hope you can do something...
- Mon Nov 03, 2014 8:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Multiplayer Desync
- Replies: 5
- Views: 2190
Re: [0.11.1] Multiplayer Desync
I found our problem in the desync. The host used a linux based OS. myself on the other hand used Windows 8, i had the desync problem. Another player who also is a windows user had no problem joining the host. We restarted the game with someone else hosting the game and it worked really well. There w...
- Fri Oct 31, 2014 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Multiplayer Desync
- Replies: 5
- Views: 2190
Re: [0.11.1] Multiplayer Desync
644209.017289 Notice C:\Factorio\src\Info/MigrationList.cpp:67: Applying migration: Base Mod: 2013-04-30_Factorio_0..4.0.lua 644209.027694 Notice C:\Factorio\src\Info/MigrationList.cpp:67: Applying migration: Base Mod: 2013-05-30_Factorio_0..5.0.lua 644209.036116 Notice C:\Factorio\src\Info/Migrati...
- Fri Oct 31, 2014 11:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Multiplayer Desync
- Replies: 5
- Views: 2190
[0.11.1] Multiplayer Desync
Today we tried multiplayer in factorio, worked pretty smooth until disconnect. When trying to reconnect the game detects a desync in the map and tries to reload the map. This will be repeated endlesly. The serverside freezes after the desync. When starting a new map the game wil sync the map perfect...