Search found 596 matches

by robot256
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...
by robot256
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....
by robot256
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...
by robot256
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.
by robot256
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.
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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?
by robot256
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...
by robot256
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.
by robot256
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?
by robot256
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.
by robot256
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.
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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.

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