Search found 596 matches
- Sun Dec 17, 2023 6:21 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 25516
Re: Friday Facts #389 - Train control improvements
I really lile the idea to handle trains in a genericallier way and like the implemented way. But i miss something very essential for me what LTN brings to the place: Provider and Requester capabilities with multiple item types - i don't see how this is possible with this solution. Did i miss someth...
- Sat Dec 16, 2023 5:55 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 25516
Re: Friday Facts #389 - Train control improvements
Schedule yes, definitely. But the entire point of global interrupts is that interrupts are supposed to be written once, and be reusable, so if you can edit them once and the change applied across schedules. If you start to need an individual interrupt for each schedule, this mechanism is worthless....
- Fri Dec 15, 2023 9:44 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 25516
Re: Friday Facts #389 - Train control improvements
Interrupts are evaluated when ready to leave a station. It's been suggested that signals from that station are still available at that time. If that is the case, you could simply set the B signal to 1 for stations in the base, and add B=1 to the conditions of the refueling interrupt. What this make...
- Sun Nov 26, 2023 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Palletization
- Replies: 5
- Views: 810
Re: Palletization
Freight Forwarding includes my Shipping Container mod, which are literally cars that can only be moved on belts. They can be manually loaded on trains with the Vehicle Wagon mod. I had plans to automate this with vehicle wagon loading ramps/cranes but haven't had time to work on it.
- Fri Nov 03, 2023 11:47 pm
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 599
Re: Expose some backend for trains choosing where to go
Logistic Train Network does all this already. It uses temporary stops at specific rail segments to set which stop of the same name is selected.
- Sat Oct 28, 2023 6:59 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35001
Re: Friday Facts #382 - Logistic groups
If the expected behavior is to EXACTLY hold the amount of items requested, then it comes to a nervous refill and trash. (...) If the expected behavior is to just take the configured number as MINIMUM, then it possible comes to an overload. (...) It would be nice to have both features available: Hav...
- Thu Oct 05, 2023 12:21 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77466
Re: Friday Facts #378 - Trains on another level
While very cool and will be lots of fun to play with, I doubt it will be a panacea - especially for dense stuff, like city blocks close together. With only two levels, there is only so much you can do. I suspect the biggest over all impact that levels will have will be vastly simplifying trains and...
- Sat Jul 08, 2023 7:36 pm
- Forum: Logistic Train Network
- Topic: Providers stations cannot be disabled
- Replies: 3
- Views: 544
Re: Providers stations cannot be disabled
The only signal needed to make an LTN station a provider is the item signal from the storage chests. To disable this, you need to either provide a "provider threshold" signal with a very large number (that is always larger than the number of items in the chest), or use a combinator to prev...
- Sat May 27, 2023 2:34 am
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.82] TrainSchedules are not updated when renaming surface-unique TrainStop.
- Replies: 2
- Views: 760
Re: [1.1.82] TrainSchedules are not updated when renaming surface-unique TrainStop.
This is not a bug IMO. In a multi-surface game, it is possible for trains to travel between surfaces. Train schedules can contain station names that exist on both surfaces, or that exist only on the other surface from where it is now. The suggestion, which *increases* the number of cases where train...
- Fri May 26, 2023 9:12 pm
- Forum: Logistic Train Network
- Topic: LTN support for stations where miners feed directly into wagons
- Replies: 1
- Views: 533
Re: LTN support for stations where miners feed directly into wagons
Yes, the LTN stop doesn't know where the signals come from. You can connect it to a constant combinator and say "2000000 copper ore" is available. It does have to think there is at least one train's worth there, or multiple train's worth if you want multiple deliveries to be scheduled at o...
- Tue May 16, 2023 2:27 pm
- Forum: Technical Help
- Topic: frame cycle high, fps 5 in multiplayer game, any idea leading me to fix it?
- Replies: 5
- Views: 791
Re: frame cycle high, fps 5 in multiplayer game, any idea leading me to fix it?
If you save the multiplayer map to your computer and load it in single player mode, what FPS and UPS do you get?
- Mon May 15, 2023 4:12 pm
- Forum: Gameplay Help
- Topic: station disappears from train schedule
- Replies: 2
- Views: 724
Re: station disappears from train schedule
Do you have any train mods installed? Some do automatic refueling schedule stuff if you name the stop in a particular way. When you add the station to the schedule, is the schedule entry dark gray/black, or is it light gray/white? The lighter color indicates a temporary entey that will only be visit...
- Sun May 07, 2023 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 2857
Re: [boskid][1.1.81] Copy-paste randomly loses building recipes
Thanks! Would the Space Exploration beacons also cause this bug? I've noticed the copy-paste issue with that mod too. SE has a set of rules where some recipes work on some surfaces but not others, and some buildings/ghosts get swapped by scripts. You'll definitely need to investigate it separately.
- Fri May 05, 2023 7:03 pm
- Forum: Gameplay Help
- Topic: NO-PATH with multiple trains
- Replies: 8
- Views: 1385
Re: NO-PATH with multiple trains
Yes, there's no reason to use a chain signal before a station on a one-way track. There might sometimes be a reason to use chains on the single rail connecting the two groups of stations. Does the problem still happen if there is a chain signal exiting the buffer stations?
- Fri May 05, 2023 3:59 am
- Forum: Gameplay Help
- Topic: NO-PATH with multiple trains
- Replies: 8
- Views: 1385
Re: NO-PATH with multiple trains
Can you share the timestamp when the "no path" text appears over the train? It's hard to see in the video. It does seem like the trains behave normally overall.
- Tue May 02, 2023 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 2857
Re: [1.1.81] Copy-paste randomly loses building recipes
One thing to keep track of when testing is if any of the recipes are locked behind technologies. I know that can cause blueprints to be funny sometimes, and if a mod does something unusual like re-lock a recipe even weirder things could happen.
- Mon Mar 27, 2023 7:32 pm
- Forum: Technical Help
- Topic: amd ryzen 7 5700x in game for mods?
- Replies: 3
- Views: 837
Re: amd ryzen 7 5700x in game for mods?
If you're asking if a 1-year-old CPU will perform better than a 13-year-old CPU, I don't think anyone will hesitate to say yes. It's more than three times faster just in clocks. The change from DDR3 to DDR4 will also have a big impact. But still, it is possible to make a big enough factory to lag a ...
- Sun Mar 26, 2023 6:30 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 244045
Re: Performance optimization - post your saves
LOL :D Okay, I knew that the base isn't small. But what are ways to bring it up to 30 PFS at least? Start a new game? :) That's an impressive map... First loading, I got 7 UPS. After I killed all the biters with the command line (there were 45000 enemy units mostly trying to pathfind to your base a...
- Sun Mar 26, 2023 12:50 pm
- Forum: Gameplay Help
- Topic: How to divide full belt into precision number
- Replies: 10
- Views: 1393
Re: How to divide full belt into precision number
There is no problem, you just need regular splitters. If you provide enough to begin with, the machines will consume what they need and the rest will back up on the belt, forcing the unneeded items to take a different path towards another machine that needs them. Oh. I just realize I could set a in...
- Sat Mar 25, 2023 11:15 pm
- Forum: Gameplay Help
- Topic: How to divide full belt into precision number
- Replies: 10
- Views: 1393
Re: How to divide full belt into precision number
There is no problem, you just need regular splitters. If you provide enough to begin with, the machines will consume what they need and the rest will back up on the belt, forcing the unneeded items to take a different path towards another machine that needs them.