Search found 160 matches

by doxsroxs
Sun May 07, 2017 10:00 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298335

Re: [MOD 0.15] SmartTrains 2.0.0

Is it possitble to remove the train routes completely and just send the train to a station number? As in a train only has one station in the schedule (the depot) and gets sent to whatever station number is sent over the circuit network? The train would add the station to the schedule go there and w...
by doxsroxs
Sat May 06, 2017 3:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298335

Re: [MOD 0.15] SmartTrains 2.0.0

I have run a rather large train network with Siggboys system and a few modifications of my own. My major issue with that system is that it does not scale properly and the computation power of the central unit is diminished as more stations are added to the network. Once you are past a couple of hund...
by doxsroxs
Sat Nov 05, 2016 11:45 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

Hi again Two questions I have been toying with: If station A needs 180k ore, and station B has that much. Would it be possible to introduce a function for providing more than one train load with one match? I know the system can do that today if I have multiple providers, but we are running into issu...
by doxsroxs
Fri Oct 21, 2016 10:42 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Ok, I must have been blind before, just found large negative values in the depot for ion cannons and satellites. It seems you have a problem with handling items with cargo load per wagon below 144. So it looks like this is tied to the item number reduction for multiproviders. I found a bug, wasnt my...
by doxsroxs
Fri Oct 21, 2016 10:12 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Ok, I rebuilt both provider and requester stations, cannot find anything wrong with them, they should work. I also checked the Ion cannons are included as a materail and the number per wagon is set to 80 in the depot combinators. (I have bobs mods cars with 80 slots) Can the issue be related to item...
by doxsroxs
Fri Oct 21, 2016 9:54 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Hi Just wanted to report that I managed to break your depot again :lol: Im still not 100% sure, but it seems it cannot handle more than 300 stations. When I increased the train stop signal to 350 and T signal to 370 it would get stuck looping though on yellow phase. To describe the problem, it will...
by doxsroxs
Fri Oct 21, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319667

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Thats awesome! Ill give it a try! :D
by doxsroxs
Fri Oct 21, 2016 8:42 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Hi Just wanted to report that I managed to break your depot again :lol: Im still not 100% sure, but it seems it cannot handle more than 300 stations. When I increased the train stop signal to 350 and T signal to 370 it would get stuck looping though on yellow phase. To describe the problem, it will ...
by doxsroxs
Thu Oct 20, 2016 8:18 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319667

Re: [MOD 0.14] Orbital Ion Cannon 1.4.4

Hi, awesome mod. We use it to fight the pesky standing thingies that are all over the landscape. Think people refer to them as "trees", horrible things really... Jokes aside, how do I get rid of the Ion cannon ready spam? Its fun the first couple of times, not so fun once you have triple d...
by doxsroxs
Tue Oct 18, 2016 2:31 pm
Forum: Show your Creations
Topic: show me your mass storage!
Replies: 24
Views: 79435

Re: show me your mass storage!

We only use robots for storage and in some small scale production of low volume items. Like train stops, combinators etc. The rest is produced on a normal belt bus. However we are now leaving that as well and moving as much as possible off the bus to use a train bus with distributed production facil...
by doxsroxs
Tue Oct 18, 2016 7:12 am
Forum: Show your Creations
Topic: show me your mass storage!
Replies: 24
Views: 79435

Re: show me your mass storage!

Trains are only dispatched when they have a full train load of 64k ore to pick up. Traffic is minimal and congestion nonexistent so I get away with simple crossings. The parallel tracks are no problem, they dont stack up, only use another track to go around any obstacle. That said, you are of course...
by doxsroxs
Mon Oct 17, 2016 11:29 pm
Forum: Show your Creations
Topic: show me your mass storage!
Replies: 24
Views: 79435

Re: show me your mass storage!

Running Bob's mods so these might not be applicable to you, but we are using central storage as a buffer so we do not have to chase down new ore patches all the time. Using a central sorting system we setup new ore outposts and load everything mixed. We also use level 8 productivity modules in the m...
by doxsroxs
Thu Oct 06, 2016 12:59 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Well i hoped to avoid doing this but I am out of ideas... Would you mind checking out my basic set up and see what is causing my trains to just stop working after three cycles? Without looking, have you checkd that the requester station is correctly connected to the inserters unloading the train? T...
by doxsroxs
Wed Oct 05, 2016 8:26 pm
Forum: Releases
Topic: Version 0.14.13
Replies: 34
Views: 28321

Re: Version 0.14.13

Awesome, I can confirm the improvements where quite substantial for the trains GUI. Now I can open stations without crashing in MP :)
by doxsroxs
Tue Oct 04, 2016 9:10 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8526

Re: [Rseding91] Multiplayer performance issues - Trains GUI

I drastically improved performance in the Trains GUI but didn't find anything interesting in the production stats. The production stats simply draws a lot of data for the graphs which can be a lot to process each tick in conjunction with a large factory. Thats awesome! Regarding the production tab,...
by doxsroxs
Tue Oct 04, 2016 9:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8526

Re: Multiplayer performance issues

Interesting. Your save has 35~ locomotives with 250+ entries in their schedule that are constantly switching between automatic and manual mode. That D.E.S.T.R.O.Y.S. performance in the Trains GUI. I believe I can fix the issue but I found other issues with the Trains GUI that makes me want to take ...
by doxsroxs
Mon Oct 03, 2016 10:40 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Awesome, thanks! Im sure the negative value is due to something I did, Ill just have to review them. I did use negative station numbers trying to disable some stations earlier. (should not go on the bus, but mistakes happen so Im sure its me) Nice catch on the provider, I must have missed that when ...
by doxsroxs
Mon Oct 03, 2016 8:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8526

Re: Multiplayer performance issues

I was absently reading the top post but had to back up a little when I came across this one :D Im running a watercooled and overclocked I7, 16 gigs of fairly fast ram and a decent graphics card. [...] Base is far from complete but we are running about 500 MW of constant power drain increasing fairl...
by doxsroxs
Mon Oct 03, 2016 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Multiplayer performance issues - Trains GUI
Replies: 18
Views: 8526

Re: Multiplayer performance issues

Hi again Sorry for the delay, had to much work this weekend and was sidetracked due to a complete meltdown of our automated train system. Unfortunately this has ground the entire factory to a halt. On the positive side that gained me 5-10 fps, currently sitting at about 40 FPS. I have added a rar fi...
by doxsroxs
Mon Oct 03, 2016 8:05 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 175377

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Hi again Further testing with a new test station and a material I have not otherwise used on the bus. Built from blueprints, removed the stuff, and made them request and match: http://i.imgur.com/kMctu2Y.png No problems in the requester, it correctly saves that it is promised 31k cans of ferric chlo...

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