Search found 2848 matches
- Tue Aug 02, 2022 3:24 am
- Forum: Logistic Train Network
- Topic: Train network adding either 3k or 4k, why?
- Replies: 3
- Views: 169
Re: Train network adding either 3k or 4k, why?
Generally it's better to keep dedicated ammo or builder trains separate from LTN. There's two way to make LTN ignore slots: Lock slots in the wagon: Locked slots are subtracted from a trains slot capacity. Provider Signal "Locked Slots per Wagon": Artillery has 1 slot, locked slots subtrac...
- Wed Jul 13, 2022 5:18 am
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 10
- Views: 705
Re: Temp. Stations. Setting to disable them?
Can't be stressed enough: Before doing anything else ensure stations can unload! Drain on station buffer chests should be balanced Don't request more than the station can hold Don't bother with advanced features like priority when your setup can't even do basic balanced unloading. At best it'll only...
- Tue Jun 21, 2022 3:07 pm
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3564
Re: [Fixed] bad LTN output from inserters stuck with items
changed topic to fixed
(as much as a mod can fix this without reprogramming inserter behavior)
(as much as a mod can fix this without reprogramming inserter behavior)
- Sun Jun 19, 2022 6:23 am
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3564
Re: [Wont fix] bad LTN output from inserters stuck with items
I've added a map setting "Providers output existing cargo" with 1.16.8.
Should solve most issues with output showing items inserted by stuck inserters by simply ignoring train inventory when entering a provider.
Should solve most issues with output showing items inserted by stuck inserters by simply ignoring train inventory when entering a provider.
- Fri Jun 17, 2022 1:12 pm
- Forum: Logistic Train Network
- Topic: Can I public preview for my pull requests?
- Replies: 4
- Views: 314
Re: Can I public preview for my pull requests?
Correct, you may play test modifications, but publishing forks is not allowed.
Sorry not opening that can of worms.
Sorry not opening that can of worms.
- Sun May 29, 2022 4:57 am
- Forum: Logistic Train Network
- Topic: [1.1.53]LTN sometimes lost its record of train
- Replies: 2
- Views: 491
Re: [1.1.53]LTN sometimes lost its record of train
Potentially a duplicate of https://github.com/Yousei9/Logistic-Tra ... issues/271
- Tue May 10, 2022 3:53 pm
- Forum: Logistic Train Network
- Topic: LTN problems
- Replies: 3
- Views: 409
Re: LTN problems
Having no wires to the stop will cause circuit conditions to never be met.
Just a single wire to a pole will suffice.
- Sat May 07, 2022 9:36 am
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 10
- Views: 705
Re: Temp. Stations. Setting to disable them?
merged with similar thread
When temp stops where added the logic to prevent duplicate names was removed.
I'm not going to add that back in just to remove temp stops.
LTN train limits are applied to the whole delivery, trains won't even be sent to a provider if the requester limit is full.
When temp stops where added the logic to prevent duplicate names was removed.
I'm not going to add that back in just to remove temp stops.
LTN train limits are applied to the whole delivery, trains won't even be sent to a provider if the requester limit is full.
- Wed Apr 27, 2022 5:34 pm
- Forum: Modding help
- Topic: How to properly print a train stop's name containing symbols
- Replies: 3
- Views: 343
Re: How to properly print a train stop's name containing symbols
The "correct" way is to use proper formating in stop names. Here's a short code you could run from console to search and replace item and fluid icons in all train stop names on all surfaces: for _, surface in pairs(game.surfaces) do local stops = surface.find_entities_filtered{type="t...
- Sun Apr 24, 2022 4:45 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 104
- Views: 28712
Re: mute the game while alt-tabbed
well, other OS like MacOS and Linux have this functionality built-in. Complain to Microsoft? Why not complain to both? Most other game developers realized that shortcoming of Windows and added an option to mute on loosing focus into their game. Run WSL2 on Windows with the KDE environment and final...
- Thu Apr 21, 2022 3:47 pm
- Forum: Logistic Train Network
- Topic: [Not a Bug] LTN blueprint does not save signal settings [1.16.7]
- Replies: 3
- Views: 294
Re: [Not a Bug] LTN blueprint does not save signal settings [1.16.7]
Looking through stop creation I remember now.
LTN stops are always created with send to train and read from train enabled to prevent having to stamp over every stop when enabling "Schedule circuit conditions" late into a game.
LTN stops are always created with send to train and read from train enabled to prevent having to stamp over every stop when enabling "Schedule circuit conditions" late into a game.
- Mon Apr 18, 2022 4:16 am
- Forum: Logistic Train Network
- Topic: LTN overrequests for certain stops, and jams production
- Replies: 11
- Views: 1108
Re: LTN overrequests for certain stops, and jams production
Sry for late replay, I hardly check the Forums these days. Can you explain what belt latency is? I measured my longest belt with items on it. Even 355 x 4 belts, would be about ~ 1200 items. One full load is 160 stacks, so that would be 32000 chips. I don't see how LTN could request a full load and ...
- Mon Apr 18, 2022 4:09 am
- Forum: Logistic Train Network
- Topic: [Not a Bug] LTN blueprint does not save signal settings [1.16.7]
- Replies: 3
- Views: 294
Re: [Not a Bug] LTN blueprint does not save signal settings [1.16.7]
Can't reproduce.
On Factorio 1.1.57 and LTN 1.16.7 copy/cut and paste, saved blueprint, stamping over existing stops all works fine for me.
Check if you have a mod altering blueprint functionality or train stops installed.
On Factorio 1.1.57 and LTN 1.16.7 copy/cut and paste, saved blueprint, stamping over existing stops all works fine for me.
Check if you have a mod altering blueprint functionality or train stops installed.
- Fri Apr 15, 2022 8:09 pm
- Forum: Logistic Train Network
- Topic: [Not a Bug] Train limit on depot is sometimes ignored
- Replies: 2
- Views: 279
Re: Train limit on depot is sometimes ignored
Depots ignore ALL signals except Stop is Depot and Depot Priority. Depot: (ignores Requester & Provider signals) https://raw.githubusercontent.com/Yousei9/Factorio-LogisticTrainNetwork/master/graphics/icons/depot.png Stop is Depot - flags this stop as depot (default=0 false) https://raw.githubus...
- Sat Apr 09, 2022 4:24 pm
- Forum: Logistic Train Network
- Topic: License Change
- Replies: 9
- Views: 1099
Re: License Change
You can make an exact replica of functionality, as long as you write your own code. You just need a new name and new graphics for the new mod. The mod has a license for it , not a patent for the idea of making trains into logistics robots. The "internal structure" is going to differ at so...
- Sat Apr 02, 2022 5:41 am
- Forum: Logistic Train Network
- Topic: License Change
- Replies: 9
- Views: 1099
Re: License Change
What I see is this: LTN for bulk transports, move more or less material from A to B on a regular base: not a good idea. You can have much fun in doing this with the enhanced trains in 1.1 very well. Much more efficient, much faster (CPU & total time), much less possible errors. LTN for one-time...
- Fri Mar 18, 2022 2:44 pm
- Forum: Logistic Train Network
- Topic: License Change
- Replies: 9
- Views: 1099
Re: License Change
Sorry, but I don't feel like letting go of a project I spent so many years on. However LTN would require yet another rewrite from scratch to make use of all the current base features. Even the premise of improving performance by cutting down the total number of trains seems to be wrong. I've heard c...
- Tue Mar 01, 2022 4:50 pm
- Forum: Logistic Train Network
- Topic: LTN overrequests for certain stops, and jams production
- Replies: 11
- Views: 1108
Re: Best Way to Debug Issue
I do feed the warehouses, and the chests unloading both to the warehouse (Through the green signal in my screenshot). I've given up. LTN occasionally overrequests and gets too much. IDK if it's from the time that some of the stuff is on the belt before it reloads and the signal gets readded back in...
- Sun Feb 20, 2022 6:09 pm
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 179
- Views: 20057
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Dear all, Please move to 500 lane tests. Its more accurate. See my analysis https://forums.factorio.com/viewtopic.php?f=193&t=101648 probably the mod "EditorExtensions" strongly affects UPS Removal of editor extensions would make testing more painful, I'm look into that now. You can t...
- Fri Feb 11, 2022 7:09 am
- Forum: Logistic Train Network
- Topic: Disabling depots
- Replies: 4
- Views: 1312
Re: Disabling depots
Super old thread but still comes up in google. To prevent non-empty trains from dispatching: Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too. Works for both standard and fluid cargo. A much cleaner ...