Search found 2919 matches

by Optera
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...
by Optera
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...
by Optera
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...
by Optera
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

Klonan wrote:With the modulo compare, you can rearrange it so you only need a single modulo:
That's smart.
Do you have something working for unordered sets by chance?
by Optera
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...
by Optera
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...
by Optera
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.
2016-11-15-14-33-16-6913536.jpg
2016-11-15-14-33-16-6913536.jpg (20.1 KiB) Viewed 7207 times
For my big bases I am using fusion reactors or base locomotives.
by Optera
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

Rseding91 wrote:
Optera wrote:... as I can't imagine every combinator doing these two for each loops every tick.
That's what the game does :P
Is that why feeding the whole content of the logistic network from roboports into several combinators causes network update to take noticeable more time?
by Optera
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.
by Optera
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

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.
Please post some screenshots. Do the locomotives have different hitbox sizes like Yuoki Trains?
by Optera
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...
by Optera
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...
by Optera
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.
by Optera
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.
by Optera
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.
by Optera
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. ...
by Optera
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.
by Optera
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.
by Optera
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...
by Optera
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 ...

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