Search found 215 matches
- Fri Feb 02, 2018 5:03 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113493
Re: [MOD 0.14] Alien Biomes
Hi, after updating I can't load my 0.15 save: "Reached id limit for noise-layer. The game can't contain more than 255 instances of this prototype due to hardcoded limits of the engine." Though starting a new game works ok. Without Alien Biomes enabled the save is loaded with no errors. I h...
- Mon Jan 22, 2018 12:06 am
- Forum: Ideas and Requests For Mods
- Topic: Monolithic station entity (with LTN support)
- Replies: 2
- Views: 885
Re: Monolithic station entity (with LTN support)
Unfortunately, this mod doesn't support shared buffers between multiple cargo wagons. When I use stations with variable train length shorter trains may eat all forward buffers while last buffer is still full and signaling so to LTN.
- Sun Jan 21, 2018 10:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Monolithic station entity (with LTN support)
- Replies: 2
- Views: 885
Monolithic station entity (with LTN support)
Often for belt stations we have to use cheaty mods like Merged Chests (wide chests) and loaders. If you don't like to have them in game you have to accept that your trains will wait like I described here or may have performance or belt balancing issues. Also belt stations use too much space, often m...
- Sun Jan 21, 2018 10:11 pm
- Forum: Logistic Train Network
- Topic: Ignore delivery timeout when train is at station
- Replies: 8
- Views: 2812
Re: Ignore delivery timeout when train is at station
Depots should be treated as train service areas. Remove fluid/item residues and refill locomotives with fuel. Without special mods you can't unload fluids without filtering them and you know you can't filter them currently. Once again use zuri loader or chest mods and wire the buffer to ltn not wha...
- Fri Jan 19, 2018 12:11 am
- Forum: Logistic Train Network
- Topic: Ignore delivery timeout when train is at station
- Replies: 8
- Views: 2812
Re: Ignore delivery timeout when train is at station
3. Unbalanced unloading. Personally I use min=max train length for unloaders to avoid waiting but there is still another issue when requested amount is less than train capactiy: Loader station after previous loading have some wagon chests full and some empty which causes next train wagons to be fill...
- Thu Jan 18, 2018 11:24 pm
- Forum: Logistic Train Network
- Topic: Ignore delivery timeout when train is at station
- Replies: 8
- Views: 2812
Re: Ignore delivery timeout when train is at station
Yeah, this would help to balance chests for single wagon. But this is not what I mean by unbalanced stations. 1. Unbalanced usage of incoming items in 3-wagon* requester stations. There is no 100% throughput 3-1..3 belt balancers with balanced input. 2. Unbalanced loading: I have a 4-wagons loader s...
- Thu Jan 18, 2018 12:09 am
- Forum: Logistic Train Network
- Topic: Ignore delivery timeout when train is at station
- Replies: 8
- Views: 2812
Re: Ignore delivery timeout when train is at station
Stations are already over-complicated and take too much place for such common entity (if you use belts). I forgot to say that I disabled stop-timeout for unloading because I would never want a loaded train to go into depot since there is no way to get rid of unwanted fluids automatically. And of cou...
- Sun Jan 14, 2018 9:39 pm
- Forum: Logistic Train Network
- Topic: Ignore delivery timeout when train is at station
- Replies: 8
- Views: 2812
Ignore delivery timeout when train is at station
Sometimes unloading to unequally filled chests may cause waiting. Sending another train with the same delivery will only make it worse. I suggest to add a check for train state and ignore delivery timeout when it is one of these: defines.train_state.on_the_path defines.train_state.arrive_signal defi...
- Sun Jan 14, 2018 3:32 pm
- Forum: Logistic Train Network
- Topic: Default thresholds formula suggestion
- Replies: 3
- Views: 951
Re: Default thresholds formula suggestion
I think that by default it's ok to assume that a player uses only vanilla wagons which have the same capacity unless you lock their slots. When a station declares that it accepts trains from 2 to 4 cargo wagons (or with locomotives min=3, max=5) I would use average count 3. As I understand this does...
- Sun Jan 14, 2018 2:27 pm
- Forum: Logistic Train Network
- Topic: Default thresholds formula suggestion
- Replies: 3
- Views: 951
Default thresholds formula suggestion
I use this formula so my trains won't run half-full: threshold = avg [cargo or fluid wagons count] * [40 (Cargo stacks) * stack size or 25000 for fluids]. Is it possible to implement it into mod as an option for default threshold when only one item is requested? Of course there should be a setting t...
- Fri Jan 12, 2018 11:51 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 67118
Re: [MOD 0.15.x] Mining Space Industries
Did you noticed the thing is vulnerable to fire, but has high resistance to other damages ? Did you research techonologies to increase turrets and fire damages ? This is important to kill it. A real "military operation" is needed to kill it. =) I may think of adding an adjustable setting ...
- Tue Jan 09, 2018 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Logistics slot requests presets
- Replies: 0
- Views: 316
Logistics slot requests presets
TL;DR
Possibility to store and load logistics slots that are needed for different purposes.Why ?
E.g. you need different requests for normal play and building a wall with laser turrets.- Tue Jan 09, 2018 3:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt compression with corners in 0.15
- Replies: 3
- Views: 2521
Re: Belt compression with corners in 0.15
Ok, thanks for clarification
- Tue Jan 09, 2018 3:03 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 67118
Re: [MOD 0.15.x] Mining Space Industries
Hi, thanks for your mod. I just want to say that the night boss is too strong. I encountered it on 73% evolution. It spawned near other enemy bases so when I came there was already too much enemies following me. I had a tank with a flamethrower and it was impossible to kill that thing. So after two ...
- Sat Jan 06, 2018 7:15 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
I'm with "logistic bot cap PER network" guy, +1000
- Sat Jan 06, 2018 6:52 pm
- Forum: Logistic Train Network
- Topic: Mixed fluid loader station is not utilized
- Replies: 5
- Views: 1494
Re: Mixed fluid loader station is not utilized
I already have that rounding error but that 0.3 stucked fluid was somehow auto-removed when another fluid goes into. It worked several times with no errors. May be this thing was fixed. Btw I'm still using 0.15. Could you check my build please? It's very simple, the pipes are working only when there...
- Sat Jan 06, 2018 6:35 pm
- Forum: Gameplay Help
- Topic: 3-2 balancer with unlimited throughput
- Replies: 1
- Views: 6018
3-2 balancer with unlimited throughput
As I know there is no throughput unlimited 3-2 balancers in the wiki. I'm not sure if this is really unlimited but that's what I have came up with (left): https://content.screencast.com/users/wvlad/folders/Jing/media/d4ac2721-1ae4-43ec-9abf-67df4f8570d5/2018-01-06_2030.png So are there any pitfalls ...
- Sat Jan 06, 2018 5:36 pm
- Forum: Logistic Train Network
- Topic: Mixed fluid loader station is not utilized
- Replies: 5
- Views: 1494
Re: Mixed fluid loader station is not utilized
There is a proper working filtering in my screenshot at right. A train comes with oil or fuel multiple times and filtering works correctly even though it shows like some 0.3 amounts are "stuck" due to circular network rounding. "fluids can't be merged in a sane way" - please take...
- Sat Jan 06, 2018 5:31 pm
- Forum: Logistic Train Network
- Topic: Mixed fluid loader station is not utilized
- Replies: 5
- Views: 1494
Mixed fluid loader station is not utilized

A train with 2 wagons travels two times though only one would be enough.
- Sat Jan 06, 2018 4:08 pm
- Forum: Gameplay Help
- Topic: Curcuits: how to compare two unknown signal types?
- Replies: 6
- Views: 2295
Re: Curcuits: how to compare two unknown signal types?
Ok, what if one of them is set manually but another can be in any amounts, e.g. 1 Oil and 5 Oil , 1 Oil and 100 Gas?