Search found 2915 matches

by Optera
Thu Mar 02, 2017 12:20 pm
Forum: Ideas and Suggestions
Topic: increase assembler buffer size
Replies: 6
Views: 2279

Re: increase assembler buffer size

The triggers for inserters come too late for very high speeds. 2017-03-02-13-13-39-2164143.jpg This assembler constantly gets filled to 13 items with one stack inserter, but it only starts filling at ~4 remaining copper plates resulting in idle time. 3 stack inserters fill it up to ~25 copper plates...
by Optera
Thu Mar 02, 2017 7:51 am
Forum: Ideas and Suggestions
Topic: increase assembler buffer size
Replies: 6
Views: 2279

increase assembler buffer size

Currently Assemblers/Chemical Plants have wildly varying buffer sizes depending on recipe. Plastic for example loads ~20 coal and stops working when ~20 plastic bars are in the output. If those are sped up to more than +170% they constantly pause because either output is "full" or input is...
by Optera
Wed Mar 01, 2017 2:48 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.4

Seems like we need support for binary, octal and hexadecimal numbers. :) binary is supported, the guy simply displays it as nonsensical decimal ;) My current problems are some issues, where I don't know what to do with them. This (and I hope someone has an idea): A) I have too much trains. ;) Not i...
by Optera
Wed Mar 01, 2017 5:55 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.4

Trains cant even automatically be put on track. Would be kind of fun though to watch a 4x4 train assembler spewing out long trains like OTTD depots. Train-deployer/train-assembler has been on my project list for some time, I just haven't come up with a sufficiently good in game mechanic for it... I...
by Optera
Mon Feb 27, 2017 4:09 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.4

would you like to add output signals for amount of free and overall registered trains like a roboport can output? Is there any useful application for those stats? For roboports those stats are often of limited use as you can't make bots spread through the network evenly. I usually end up with the r...
by Optera
Mon Feb 27, 2017 12:45 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

Thanks for the help. It was very educational trying to get the (unintended) SP functionality into MP. In the end I did settle for just making message buffer for filtering spam-y messages global for all players and warn players not to change log status during MP sessions. The additional overhead in r...
by Optera
Mon Feb 27, 2017 12:33 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Good job figuring it out from that screenshot. The memory cell is a variant of XKnight's design. A tutorial would make it seem less like dark combinator magic. :lol: I couldn't help myself, so I created a tutorial for the basic setup of the LTN mod. Considering I spent the better part of an evening...
by Optera
Mon Feb 27, 2017 6:54 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Suggesting a Way to Pair Stops This puzzled me yesterday a lot: due to throughput reasons I built at my central factory three of the multi-input-output stations posted last week ( https://forums.factorio.com/viewtopic.php?f=97&t=36976&start=220#p242703 ). For the audience: their main usage ...
by Optera
Mon Feb 27, 2017 6:15 am
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

Disclaimer: This was a lot more though out until Chrome decided to crash and erase everything That's a bummer, but your explanations are really helpful as they are. That does sound very complicated and on_init does only get called on new games or first time a mod is loaded so it's no option to rese...
by Optera
Sun Feb 26, 2017 8:50 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Absolutely brilliant mod. I've been running trains all over my base instead of using robots and I never even knew about this mod. Most of my stations serve multiple items as they are created together. My issue is when the train arrives it will pick up everything instead of just the material request...
by Optera
Sun Feb 26, 2017 8:30 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

Here is how I do it in Nanobots When the control file is loaded I read my config table into a mod global variable called CONFIG my config table contains things like loglevel, debug, etc. During on_init I copy my CONFIG table to global.config. (this is a general overview my configs are actually brok...
by Optera
Sun Feb 26, 2017 3:28 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

Well, having different settings for different people is a great way to cause desyncs, yes. Everyone needs to agree what everyone else is printing to the console. Maybe use an in game GUI that people can click to change their settings in a way that stays synchronized across clients. Then instead of ...
by Optera
Sun Feb 26, 2017 12:48 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Hello, definitely a bug: If a station is overloaded and an other needs this items the dispatcher creates a schedule to get the items from an input station instead from an output station. Working as intended. Provider: positive amounts Requester: negative amounts If you overload a requester so it tu...
by Optera
Sun Feb 26, 2017 12:17 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

Great.... that means I I have to use global.log_level or global.log_level[playerName] and also find a way to reset it to log_level from config.lua when loading a save. Would be really simple IF we where allowed to change globals in on_load since neither on_init, on_configuration_changed nor on_playe...
by Optera
Sun Feb 26, 2017 10:37 am
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

Re: printing different messages for each player causes desync

What about log_level?
It seems even calling the function for only some players causes desync.
by Optera
Sun Feb 26, 2017 8:16 am
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3109

printing different messages for each player causes desync

I've tried making a function able to show different granularity for each player. if log_level >= 2 then printmsg("test", false) end local lastMessages = {} function printmsg(msg, useFilter) if useFilter == nil then useFilter = true end --suppress message if among the last n messages if use...
by Optera
Sat Feb 25, 2017 9:43 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Hello, don't know if this is a bug. After delivery LTN don't deletes the timetable. Instead the train drives back to the depot and queues in line with other waiting trains. Now the schedule times out because the waiting trains before it blocks the scheduled train. Suggestion: Delete schedule after ...
by Optera
Sat Feb 25, 2017 5:11 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

I'm really enjoying trying out this mod. I had a question on how to handle a situation though. If my network is train limited, ie my provider station is always full, and my requester station is constantly requesting much more than the size of my trains, yet the trains can't catch up, it gets stuck ...
by Optera
Sat Feb 25, 2017 4:51 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

I see your point. Ok. If I make it station parameter and only for stations where filtering is on if a train goes to or from it - it will have filters. So (1) this won't disable merging for stations without filtering and (2) this won't affect stations where this param isn't set. Then this will be ok...
by Optera
Sat Feb 25, 2017 2:00 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277922

Re: [Mod 0.14] Logistic Train Network 0.9.3

Hello Operta, I recently added this mod to our mod-pack playing an angel-bob's mp-map. I do really like the mod and you have done an excellent job making it! Thanks. Unfortunately, eery time a train is dispatched, the joined ppl - not the server - get the message regarding the server not responding...

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