Search found 2916 matches

by Optera
Sun Jan 15, 2023 11:45 am
Forum: Questions, reviews and ratings
Topic: Mod Benchmark / Performance Comparison: Project Cybersyn/Logistics Train Network/Rail Logistics Dispatcher
Replies: 1
Views: 4852

Re: Mod Benchmark / Performance Comparison: Project Cybersyn/Logistics Train Network/Rail Logistics Dispatcher

Nice to see my efforts preventing micro-stutter are this visible. Apart from that I'm really surprised to see LTN doing this well on average update time. I recalled that LTN draws from its provider stations far more evenly than the other two mods; In fact it will happily send trains to collect resou...
by Optera
Sun Jan 15, 2023 10:50 am
Forum: Logistic Train Network
Topic: Generic circuit limiter for loading stations
Replies: 4
Views: 895

Re: Generic circuit limiter for loading stations

So if I understand that right you want to control filter inserters to stop loading once the scheduled load is reached.

My station designs do that with a single combinator.
The other combinators are for only working with cargo wagons.
viewtopic.php?p=297643#p297643
by Optera
Thu Jan 12, 2023 5:10 pm
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 20
Views: 12907

Re: [0.18] LTN Manager (ALPHA)

Merged into LTN Manager Thread
Added a bug report on Github: https://github.com/nihilistzsche/LtnManager/issues/203
by Optera
Thu Jan 05, 2023 6:20 am
Forum: Logistic Train Network
Topic: [bug in other mod] on_train_changed_state error with single train unit mod
Replies: 4
Views: 945

Re: [bug in other mod] on_train_changed_state error with single train unit mod

Added Error processing for not existing position signals in LTN 1.18.2
by Optera
Tue Jan 03, 2023 8:00 pm
Forum: Logistic Train Network
Topic: [bug in other mod] on_train_changed_state error with single train unit mod
Replies: 4
Views: 945

Re: on_train_changed_state error with single train unit mod

I checked with other train mods alongside AAI Industy and virtual signals where generated for every one in data-final-fixes. Please redirect the bug report to the author of Single Train Unit. His entity prototypes don't exist in data-final-fixes when loaded alongside AAI Industry. Edit: updated titl...
by Optera
Sun Jan 01, 2023 10:01 am
Forum: Logistic Train Network
Topic: [bug in other mod] on_train_changed_state error with single train unit mod
Replies: 4
Views: 945

Re: on_train_changed_state error with single train unit mod

I'm unable to reproduce.
Position signals for Single Train Units generate fine for me.
by Optera
Thu Dec 22, 2022 8:44 am
Forum: Logistic Train Network
Topic: Barrels, priority & thresholds
Replies: 2
Views: 768

Re: Barrels, priority & thresholds

Does sound like a configuration error.

Higher priority will be served first as long as LTN sees more available items than it's threshold.
Note that freight scheduled to be picked up is subtracted from available amount as soon as deliveries are created.
by Optera
Fri Dec 16, 2022 8:43 pm
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 19
Views: 5033

Re: Reducing the number of categories

GUI would be a helpful tag for mods adding just a GUI for help, recipe search, asf

Edit:
Perhaps better to just call the tag Interface, so it also includes mods only adding hotkeys without visual elements.
by Optera
Fri Dec 16, 2022 6:25 am
Forum: Logistic Train Network
Topic: [fixed] [1.18.0] Error while running event LogisticTrainNetwork::on_train_changed_state (ID 25)
Replies: 5
Views: 985

Re: [fixed] [1.18.0] Error while running event LogisticTrainNetwork::on_train_changed_state (ID 25)

I wrote the details in the changelog Version: 1.18.1 Date: 2022-12-13 Bugfixes: - crash when on_train_changed_state is raised for trains stopped at invalid stops. Should only happen if scripts remove stops without raising script_raised_destroy. For non developers: Normally removing a stop first rais...
by Optera
Tue Dec 13, 2022 6:47 am
Forum: Logistic Train Network
Topic: [fixed] [1.18.0] Error while running event LogisticTrainNetwork::on_train_changed_state (ID 25)
Replies: 5
Views: 985

Re: [fixed] [1.18.0] Error while running event LogisticTrainNetwork::on_train_changed_state (ID 25)

A stop entity was removed just as a train left it.
Added additional check against this for next release.

Edit:
This error only happens when other mods remove stops without raising script_raised_destroy. Otherwise entity removal is handled before train updates.
by Optera
Mon Dec 05, 2022 6:37 am
Forum: Logistic Train Network
Topic: [Question] Liquids with different temperatures
Replies: 2
Views: 752

Re: [Question] Liquids with different temperatures

Mixing fluids of different temperatures results in an infinite amount of possible fluid temperatures. Making dedicated signals for each one is not possible. Best you can do is assigning different Network IDs to stations with different fluid temperatures. e.g.: ID = 1 for Steam 165°C ID = 2 for Steam...
by Optera
Wed Nov 30, 2022 5:56 am
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 1598

Re: Occasionally not detecting full fluid wagon

When I hit this scenario, I waited about 10 minutes for it to try to resolve itself but it never did. Even if at one point in time the fluid wagon was 24999 instead of 25000, shouldn't the pump have been able to pump the remaining fluid into the wagon? Is it possible there is a rounding error in th...
by Optera
Wed Nov 30, 2022 5:52 am
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 1598

Re: Occasionally not detecting full fluid wagon

Circuit network rounds down, unless it's a fluid in (0, 1], which is rounded up (to 1). Most, if not all, other displays round normally. So, even if the wagon is at 24999.999 and everything displays "25k", the circuit network will see 24999 which is less than 25000 so the condition is not...
by Optera
Mon Nov 28, 2022 9:47 am
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 1598

Re: [1.18.0] Occasionally not detecting full fluid wagon

1) This should be in general gameplay help.
LTN uses base game schedule-train interactions.

2) Going by the schedule the train is not filled to 25k.
Remember the GUI and circuit network round up.
by Optera
Fri Nov 25, 2022 7:32 am
Forum: Modding interface requests
Topic: Allow mods BP orders to be undo-able!
Replies: 5
Views: 2729

Re: Allow mods BP orders to be undo-able!

+1 (yearly bump)

Would be nice to have undo work with script controlled entities and their circuit connections.
by Optera
Thu Nov 24, 2022 6:20 am
Forum: Logistic Train Network
Topic: LTN UI won't open after .72 update
Replies: 2
Views: 816

Re: LTN UI won't open after .72 update

LTN doesn't have an UI.
by Optera
Fri Nov 11, 2022 6:27 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 262560

Re: Stations & other LTN based designs

pro5 wrote:
Thu Nov 10, 2022 12:05 pm
I do not know exactly links.
I created the blueprints while playing SeaBlock modpack.
I used a Creative World with only LTN enabled to prevent errors in blueprints for others without the same mods.
by Optera
Tue Nov 08, 2022 6:40 pm
Forum: Logistic Train Network
Topic: Request : adding a provider specific timeout
Replies: 1
Views: 560

Re: Request : adding a provider specific timeout

Removed leading [0.18] to avoid confusion. Maybe you meant 1.18.0? But sometimes, my providers cannot load the requested amount of resources into a train (I'm not sure why, but I'm 90% sure it's because some deliveries timed out at some point and new trains were sent to complete the request). Sounds...
by Optera
Tue Nov 01, 2022 8:43 pm
Forum: Logistic Train Network
Topic: [Solved] Over 30 seconds between dispatching new deliveries
Replies: 3
Views: 873

Re: Over 30 seconds between dispatching new deliveries

2017 is quite outdated.

Settings for LTN update frequency are in map settings, see the Manual under Mod Settings.

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