Search found 2919 matches
- Sat Nov 19, 2016 8:10 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Train Network
As promised here's 0.3.11 hopefully fixing your reported errors and a new demo map. A train is modified while delivering a route (ex. removing a car when in a stations). Trains destroyed, mined while delivering will gracefully be removed from active delivery. There's a small bug with the lamp at sta...
- Fri Nov 18, 2016 12:00 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Train Network
Thanks for the error report, it's fixed in 0.3.11. If ssilk made continuous version updates it may result in different results than jumping from 0.3.0 to 0.3.10. Migrating from the old demo save to 0.3.11 works for me. I tried that since instructions like "make sure output and station are conne...
- Fri Nov 18, 2016 9:04 am
- Forum: Modding help
- Topic: Manual: balance load in on_tick
- Replies: 17
- Views: 3907
Re: Manual: balance load in on_tick
When you add items into the global table, separate them into sub-tables indexed by integer: for the first item, you add it into the table at [1], next at [2], and so on... function insert_sensor_at(i, sensor) if not global.Sensors[i] then global.Sensors[i] = {} end table.insert(global.Sensors[i], s...
- Thu Nov 17, 2016 5:14 pm
- Forum: Modding help
- Topic: Manual: balance load in on_tick
- Replies: 17
- Views: 3907
Re: Manual: balance load in on_tick
That's smart.Klonan wrote:With the modulo compare, you can rearrange it so you only need a single modulo:
Do you have something working for unordered sets by chance?
- Thu Nov 17, 2016 2:40 pm
- Forum: Modding help
- Topic: Manual: balance load in on_tick
- Replies: 17
- Views: 3907
Manual: balance load in on_tick
Since i couldn't find something similar and I guess most modders will use on_tick I'm going to start this thread as help to reduce load from on_tick events. If you have a way to distribute load across multiple ticks, please add it to this thread. single modulo if game.tick % update_interval then for...
- Thu Nov 17, 2016 6:52 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Train Network
Questions: Can I have multiple depot stations? You can have as many depots as you want by naming them "Depot". Factorio trains have the nice feature of going to their nearest station of the backer name in their schedule. I planned on changing it to either allow varying names after a white...
- Tue Nov 15, 2016 2:12 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29687
Re: [MOD 0.14.2] Wireless Charging
Scanning for matching coils seems to take noticeable UPS time.
This is on a small yard for 4 trains with ~15 fast charging rails. For my big bases I am using fusion reactors or base locomotives.
This is on a small yard for 4 trains with ~15 fast charging rails. For my big bases I am using fusion reactors or base locomotives.
- Sun Nov 13, 2016 3:57 pm
- Forum: Modding help
- Topic: Merge signals read from get_circuit_network
- Replies: 5
- Views: 1902
Re: Merge signals read from get_circuit_network
Is that why feeding the whole content of the logistic network from roboports into several combinators causes network update to take noticeable more time?Rseding91 wrote:That's what the game doesOptera wrote:... as I can't imagine every combinator doing these two for each loops every tick.
- Sun Nov 13, 2016 11:39 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50213
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Hi, I noticed you never overwrite the base wagon icon of the entities.
I'm using entity.icon to generate signals representing train composition in Logistic Train Network.
I'm using entity.icon to generate signals representing train composition in Logistic Train Network.
- Sat Nov 12, 2016 8:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 69224
Re: [MOD 0.13/0.14] Inventory Sensor
Please post some screenshots. Do the locomotives have different hitbox sizes like Yuoki Trains?hitzu wrote:Sometimes I cannot make sensor to scan properly an inventory of a train(locomotive). I try to put it on either side of the train and still it doesn't work.
- Sat Nov 12, 2016 8:47 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Train Network
It does work with any mod added locomotives. Currently it can't automatically detect the size of modded wagons. Only base cargo wagon and RailTanker are supported. Will read inventory size from any cargo wagon added by mods. Fluids are limited to RailTanker. As far as I know it's the only one workin...
- Sat Nov 12, 2016 8:14 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Train Network
Loading multiple items can happen. The loading stations and refueling in my demo is very very basic to the point where it just works. I want to give players a tool that's simpler to use than combinator magic, but still needs to be thought through on how to load/unload trains. Your save was using 0.1...
- Sat Nov 12, 2016 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Lamps Use CONDITION Color
- Replies: 3
- Views: 4784
Re: Lamps Use CONDITION Color
I do agree, normally you would want the color you check against to be used.
Having to filter colors with a decider combinator before each lamp feels needlessly complicated.
When setting the lamp to Anything > 0 with use colors it should use the highest color value.
Having to filter colors with a decider combinator before each lamp feels needlessly complicated.
When setting the lamp to Anything > 0 with use colors it should use the highest color value.
- Sat Nov 12, 2016 1:45 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Trains
Updated to a working mod. It's running for 3h on a real base without problems now. 10 trains 30 station ~0.09 UPS.
- Fri Nov 11, 2016 7:54 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 171590
Re: [MOD 0.14.X] Air Filtering
Here's a migration script to rename air-filters so you don't loose all of them.
- Fri Nov 11, 2016 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Gate / wall and Logistics system
- Replies: 2
- Views: 1340
Re: Gate / wall and Logistics system
Gates can already send their state and be locked by signals. If you are asking for gate protected crossings, here's a whole thread dedicated to those. https://forums.factorio.com/viewtopic.php?f=194&t=27952 train in a station could trigger a light to divert other trains to a holding siding etc. ...
- Fri Nov 11, 2016 12:37 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 107876
Re: Friday Facts #164 - Nuclear power
I like how it looks like you cherry picked between Reactors and Uranium Power and garnished it with great own ideas, connecting reactors to add more efficiency.
- Fri Nov 11, 2016 10:57 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284300
Re: [Mod 0.14] Logistic Trains
I've updated it to a usable beta version.
Feel free to test and please report bugs here or on github.
Feel free to test and please report bugs here or on github.
- Fri Nov 11, 2016 5:38 am
- Forum: Balancing
- Topic: Biter Mechanics and Rail/Powerlines
- Replies: 10
- Views: 7157
Re: Biter Mechanics and Rail/Powerlines
Biggest problem I have is that in the endgame there is literally no alternative to running out with 5 shields in MK2 armour and either a flamethrower (slow) or destroyers (expensive). It's just time consuming and dull. I don't even care about the artefacts, just clearing a track and area for an out...
- Thu Nov 10, 2016 8:30 pm
- Forum: Modding help
- Topic: Merge signals read from get_circuit_network
- Replies: 5
- Views: 1902
Re: Merge signals read from get_circuit_network
What I want is having all signals merged into one array. Currently I'm doing it like this. function GetCircuitValues(entity) local greenWire = entity.get_circuit_network(defines.wire_type.green) local redWire = entity.get_circuit_network(defines.wire_type.red) local items = {} if greenWire then for ...