[0.16 / 0.17] LTN Tracker - a GUI for LTN

Adds new train stops forming a highly configurable logistic network.

Moderator: Optera

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D4RT-one
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Re: [0.16 / 0.17] LTN Tracker

Post by D4RT-one »

dockmeister wrote:
Sat Mar 30, 2019 5:39 pm
D4RT-one wrote:
Sat Mar 30, 2019 2:41 pm
For me it says that 'LTN Combinator not found'
Hi,

the logic to find the combinator connected to a Station is part of LTN-C.
The algorithm currently checks up to 10 entities connected through a circuit wire starting from the LTN-input-lamp. There are limitations if a LTN-C is behind an arithmetic or decider combinator.

Can you post a screenshot of that station (with the station and the LTN-combinator visible)

cheers
Here it is
If I do it wrong, can you link me to tutorials how it should be done?
Attachments
20190331180809_1.jpg
20190331180809_1.jpg (903.84 KiB) Viewed 5805 times
20190331180620_1.jpg
20190331180620_1.jpg (937.33 KiB) Viewed 5806 times

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Re: [0.16 / 0.17] LTN Tracker

Post by D4RT-one »

D4RT-one wrote:
Sun Mar 31, 2019 3:07 pm
Here it is
If I do it wrong, can you link me to tutorials how it should be done?
Update:
For some reason one of my 14 stations works as intended, I can open combinator menu from stations list
Attachments
20190331181553_1.jpg
20190331181553_1.jpg (765.77 KiB) Viewed 5803 times
20190331181642_1.jpg
20190331181642_1.jpg (686.34 KiB) Viewed 5803 times

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Re: [0.16 / 0.17] LTN Tracker

Post by dockmeister »

D4RT-one wrote:
Sun Mar 31, 2019 3:07 pm
Here it is
If I do it wrong, can you link me to tutorials how it should be done?
Hi,

you've done everything right, i found a bug. I'll release the bugfix in a couple of hours.
thanks for the report

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Re: [0.16 / 0.17] LTN Tracker

Post by cygnos »

First of all thanks for the fast response and patch when I reported the last issue.

I found another bug with long station names.
If both stations are longer than 40 characters the 'Delivery History' will only show the provider station in then 'From' and 'To' columns.
One station can be 100 chars and the other 40 but as soon as both are 40+ it doesn't work anymore.
It has no effect on the actual deliveries.

I've attached a screenshot where I marked characters that made station names longer than 40 characters.

ltn8.png
ltn8.png (296.61 KiB) Viewed 5765 times

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Re: [0.16 / 0.17] LTN Tracker

Post by Optera »

cygnos wrote:
Tue Apr 02, 2019 12:20 am
First of all thanks for the fast response and patch when I reported the last issue.

I found another bug with long station names.
If both stations are longer than 40 characters the 'Delivery History' will only show the provider station in then 'From' and 'To' columns.
One station can be 100 chars and the other 40 but as soon as both are 40+ it doesn't work anymore.
It has no effect on the actual deliveries.

I've attached a screenshot where I marked characters that made station names longer than 40 characters.


ltn8.png
That's a bug with the current serialization in custom events that has to be fixed by Wube.
See: https://github.com/Yousei9/Logistic-Tra ... issues/167

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Re: [0.16 / 0.17] LTN Tracker

Post by eduran »

cygnos wrote:
Tue Apr 02, 2019 12:20 am
If both stations are longer than 40 characters the 'Delivery History' will only show the provider station in then 'From' and 'To' columns.
Should be fixed in 0.17.24.

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Re: [0.16 / 0.17] LTN Tracker Bug Report

Post by equitime77 »

Im pretty sure that this is an LTN Tracker issue. Had Factorio on main menu for a while as I was playing it earlier today. Then went to reopen game. Did nothing but watched for a few seconds. Then it crashed.
factorio-current.log
(63.02 KiB) Downloaded 152 times
Hopefully there is enough information in there. Cannot do without LTN now...

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Re: [0.16 / 0.17] LTN Tracker

Post by eduran »

Your log file does not show any errors. Every time you restart Factorio factorio-current.log is overwritten and the old log is renamed to factorio-previous.log. If you started Factorio only once since the error occurred you can upload that, otherwise you have to reproduce the crash (ideally you also go to mod settings after loading the game and change LTNT's debug level setting to 2 before the crash happens).
equitime77 wrote:
Tue Apr 02, 2019 7:51 pm
Hopefully there is enough information in there. Cannot do without LTN now...
You can always disable LTNT and keep LTN enabled.

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Re: [0.16 / 0.17] LTN Tracker

Post by Oaquasis »

eduran wrote:
Tue Apr 02, 2019 5:49 pm
cygnos wrote:
Tue Apr 02, 2019 12:20 am
If both stations are longer than 40 characters the 'Delivery History' will only show the provider station in then 'From' and 'To' columns.
Should be fixed in 0.17.24.
Thanks for this, the delivery history is working as intended now!
We, however found another bug/crash :? sorry ;)
572.143 Error MainLoop.cpp:1143: Exception at tick 40144285: The mod LTN - Logistic Train Network caused a non-recoverable error.
Please report this error to the mod author.

Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
The mod LTN Tracker caused a non-recoverable error.
Please report this error to the mod author.

Error while running event LTN_Tracker::Custom event (ID 242)
__LTN_Tracker__/ltnt/data_processing.lua:412: attempt to call upvalue 'get_main_loco' (a nil value)
stack traceback:
__LTN_Tracker__/ltnt/data_processing.lua:412: in function 'raise_alert'
__LTN_Tracker__/ltnt/data_processing.lua:482: in function <__LTN_Tracker__/ltnt/data_processing.lua:468>
stack traceback:
__LogisticTrainNetwork__/script/train-events.lua:155: in function 'TrainLeaves'
__LogisticTrainNetwork__/script/train-events.lua:192: in function <__LogisticTrainNetwork__/script/train-events.lua:186>
stack traceback:
[C]: in function 'raise_event'
__LogisticTrainNetwork__/script/train-events.lua:155: in function 'TrainLeaves'
__LogisticTrainNetwork__/script/train-events.lua:192: in function <__LogisticTrainNetwork__/script/train-events.lua:186
572.144 Error ServerMultiplayerManager.cpp:92: MultiplayerManager failed: "The mod LTN - Logistic Train Network caused a non-recoverable error.
Please report this error to the mod author.

Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23)
The mod LTN Tracker caused a non-recoverable error.
Please report this error to the mod author.

Error while running event LTN_Tracker::Custom event (ID 242)
__LTN_Tracker__/ltnt/data_processing.lua:412: attempt to call upvalue 'get_main_loco' (a nil value)
stack traceback:
__LTN_Tracker__/ltnt/data_processing.lua:412: in function 'raise_alert'
__LTN_Tracker__/ltnt/data_processing.lua:482: in function <__LTN_Tracker__/ltnt/data_processing.lua:468>
stack traceback:
__LogisticTrainNetwork__/script/train-events.lua:155: in function 'TrainLeaves'
__LogisticTrainNetwork__/script/train-events.lua:192: in function <__LogisticTrainNetwork__/script/train-events.lua:186>
stack traceback:
[C]: in function 'raise_event'
__LogisticTrainNetwork__/script/train-events.lua:155: in function 'TrainLeaves'
__LogisticTrainNetwork__/script/train-events.lua:192: in function <__LogisticTrainNetwork__/script/train-events.lua:186>
572.144 Info ServerMultiplayerManager.cpp:740: updateTick(40144285) changing state from(InGame) to(Failed)
572.145 Quitting: multiplayer error.

572.825 Info ServerMultiplayerManager.cpp:138: Quitting multiplayer connection.
572.825 Info ServerMultiplayerManager.cpp:740: updateTick(4294967295) changing state from(Failed) to(Closed)
We are still narrowing it down, but we found that it has to do with a train (MK3, from Bob's Logistics) that can't complete it's order of delivering liquids. When the timeout is triggered (240s) it crashes. When trying to change the train (delete, change order, delete liquid wagons, etc) it also crashes. When we upgrade the station (quickly) it can complete its order and it doesn't crash.
We are trying to make a small savegame, where this happens, but in the mean time here is the full save:
https://drive.google.com/open?id=1KbgOi ... 48TuMKYM_D

The crash happens after 16 seconds, so you might need to change the gamespeed.

The station is in the lower part of the map (Called Rename) and the liquid is Chlorine Gas.

Edit: we have tried this without any mods, it is reproducible; If you change a train that is unloading anything (so fluids and items as well), the mod crashes. So for example; a train arrives at a station, and while it is unloading set it to manual or send it to another station the LTN (tracker) will crash instantly.
Last edited by Oaquasis on Tue Apr 02, 2019 8:41 pm, edited 1 time in total.

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Re: [0.16 / 0.17] LTN Tracker

Post by eduran »

Thanks for the report. In this case, the error message already tells me all I need to know. I messed up with a last-minute change (and did not test it properly). There are a lot of ways this can lead to a crash. I'll fix it tomorrow. I suggest you either disable LTNT for the time being or roll back to 0.9.6.

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Re: [0.16 / 0.17] LTN Tracker

Post by Oaquasis »

Thanks!

Another weird thing (not a major problem for me though)...The game crashes while loading if I only disable LTN Tracker (it complains about a robointerface-cc).
It has a problem with Squeak Through and Nanobots. I need to disable LTN Combinator as well to be able to start the game.
But this might be more of a problem with LTN Combinator?

Code: Select all

87.119 Error Util.cpp:83: Error while running setup for entity prototype "roboport-interface-cc" (constant-combinator): Entity must be minable when next_upgrade is set.
Modifications: Nanobots: Early Bots › Squeak Through
  87.131 Error CrashHandler.cpp:564: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-krony4\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-krony4\src\util\logger.cpp (376): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-krony4\src\util\logger.cpp (527): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-krony4\src\util\crashhandler.cpp (172): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-build-krony4\src\util\crashhandler.cpp (573): CrashHandler::SignalHandler
minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp (219): _seh_filter_exe
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (304): `__scrt_common_main_seh'::`1'::filt$0
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF70CCC05D8)
00007FF70CCC05D8 (factorio): (filename not available): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8024B4ECD)
00007FF8024B4ECD (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF802436058)
00007FF802436058 (ntdll): (filename not available): RtlWalkFrameChain
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8024B3DFE)
00007FF8024B3DFE (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-build-krony4\src\id\idconnectorlist.cpp (19): IDConnectorList::unregisterConnector
c:\cygwin64\tmp\factorio-build-krony4\src\id\idconnector.cpp (84): IDConnector<ID<ItemSubGroup,unsigned short> >::~IDConnector<ID<ItemSubGroup,unsigned short> >
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\memory (2084): std::default_delete<RecipePrototype>::operator()
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF70CD92A2D)
00007FF70CD92A2D (factorio): (filename not available): `dynamic atexit destructor for 'PrototypeList<RecipePrototype>::prototypes''
minkernel\crts\ucrt\src\appcrt\startup\onexit.cpp (206): <lambda_f03950bc5685219e0bcd2087efbe011e>::operator()
minkernel\crts\ucrt\devdiv\vcruntime\inc\internal_shared.h (204): __crt_seh_guarded_call<int>::operator()<<lambda_7777bce6b2f8c936911f934f8298dc43>,<lambda_f03950bc5685219e0bcd2087efbe011e> & __ptr64,<lambda_3883c3dff614d5e0c5f61bb1ac94921c> >
minkernel\crts\ucrt\src\appcrt\startup\onexit.cpp (231): _execute_onexit_table
minkernel\crts\ucrt\src\appcrt\startup\exit.cpp (230): <lambda_6e4b09c48022b2350581041d5f6b0c4c>::operator()
minkernel\crts\ucrt\devdiv\vcruntime\inc\internal_shared.h (224): __crt_seh_guarded_call<void>::operator()<<lambda_d80eeec6fff315bfe5c115232f3240e3>,<lambda_6e4b09c48022b2350581041d5f6b0c4c> & __ptr64,<lambda_2358e3775559c9db80273638284d5e45> >
minkernel\crts\ucrt\src\appcrt\startup\exit.cpp (278): common_exit
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (295): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF800033574)
00007FF800033574 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF80247CB81)
00007FF80247CB81 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  89.235 C:\Games\Factorio\Servers\monster\{ad54a236-f6ae-445b-966b-e79a139bfd03}\bin\x64\factorio.exe
  89.235 C:\WINDOWS\SYSTEM32\ntdll.dll
  89.236 C:\WINDOWS\System32\KERNEL32.DLL
  89.236 C:\WINDOWS\System32\KERNELBASE.dll
  89.236 C:\WINDOWS\System32\WLDAP32.dll
  89.236 C:\WINDOWS\System32\ucrtbase.dll
  89.236 C:\WINDOWS\System32\GDI32.dll
  89.236 C:\WINDOWS\System32\gdi32full.dll
  89.236 C:\WINDOWS\System32\msvcp_win.dll
  89.236 C:\WINDOWS\System32\USER32.dll
  89.236 C:\WINDOWS\System32\win32u.dll
  89.236 C:\WINDOWS\System32\ole32.dll
  89.236 C:\WINDOWS\System32\combase.dll
  89.236 C:\WINDOWS\System32\RPCRT4.dll
  89.236 C:\WINDOWS\System32\bcryptPrimitives.dll
  89.236 C:\WINDOWS\System32\sechost.dll
  89.236 C:\WINDOWS\System32\PSAPI.DLL
  89.236 C:\WINDOWS\System32\SHELL32.dll
  89.236 C:\WINDOWS\SYSTEM32\WINMM.dll
  89.236 C:\WINDOWS\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.16299.1029_none_4075384fb4fd9ebd\gdiplus.dll
  89.236 C:\WINDOWS\System32\msvcrt.dll
  89.236 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
  89.236 C:\WINDOWS\System32\cfgmgr32.dll
  89.236 C:\WINDOWS\System32\shcore.dll
  89.236 C:\WINDOWS\System32\windows.storage.dll
  89.236 C:\WINDOWS\System32\advapi32.dll
  89.237 C:\WINDOWS\System32\shlwapi.dll
  89.237 C:\WINDOWS\System32\kernel.appcore.dll
  89.237 C:\WINDOWS\System32\powrprof.dll
  89.237 C:\WINDOWS\System32\profapi.dll
  89.237 C:\WINDOWS\System32\IMM32.dll
  89.237 C:\WINDOWS\System32\WS2_32.dll
  89.237 C:\WINDOWS\System32\CRYPT32.dll
  89.237 C:\WINDOWS\System32\MSASN1.dll
  89.237 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
  89.237 C:\WINDOWS\System32\WINTRUST.dll
  89.237 C:\WINDOWS\System32\imagehlp.dll
  89.237 C:\WINDOWS\SYSTEM32\VERSION.dll
  89.237 C:\WINDOWS\SYSTEM32\DSOUND.dll
  89.237 C:\WINDOWS\SYSTEM32\SspiCli.dll
  89.237 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
  89.240 Error CrashHandler.cpp:486: Terminiate handler triggered.

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[0.17.24] The mod LTN caused a non-recoverable error.

Post by igorhgf »

I was playing with the rich text from the .17, until i named one of my stations of an item that (i assume) have a different internal name than the one displayed in-game. The name on the station was yellowed out, which i assume is a notation for syntax error trying to retrieve the icon.

The crash didn't happened immediatly. It took a couple of minutes to crash. I was browsing in the forums to try to understand why the icon wasn't working.
Attachments
station status before the error occured
station status before the error occured
ltn_before_error.png (295.37 KiB) Viewed 5676 times
The error log
The error log
ltn_error.png (1.93 MiB) Viewed 5676 times

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Re: [0.17.24] The mod LTN caused a non-recoverable error.

Post by theblindironman »

I just loaded my game. The save breaks about 2 minutes into the save every time I load it.
Attachments
error.png
error.png (400.16 KiB) Viewed 5668 times

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Re: [0.16 / 0.17] LTN Tracker

Post by deadeye570 »

First off I just wanna say thanks for the hard work. However, I encountered a crash. Here is the screenshot. Thanks.
Attachments
factorio_2019-04-02_22-39-13.jpg
factorio_2019-04-02_22-39-13.jpg (327.85 KiB) Viewed 5666 times

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Re: [0.16 / 0.17] LTN Tracker

Post by eduran »

"attempt to call upvalue 'get_main_loco' (a nil value)" errors are fixed in 0.9.9. Sorry to everyone having to deal with that particular crash. I used an edited version of OpteraLib on my computer while developing 0.9.8. Obviously, no one else has that and hence the errors.
Oaquasis wrote:
Tue Apr 02, 2019 8:52 pm
Another weird thing (not a major problem for me though)...The game crashes while loading if I only disable LTN Tracker (it complains about a robointerface-cc).
It has a problem with Squeak Through and Nanobots. I need to disable LTN Combinator as well to be able to start the game.
But this might be more of a problem with LTN Combinator?
Your log looks like this is a crash to desktop. If so, you should report it to Wube. While it is probably related to something LTN Combinator does, mods should never be able to cause a crash to desktop.

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Re: [0.16 / 0.17] LTN Tracker

Post by Mmmmmmorten »

Love the tracker... LTN became a much better tool with visual display of train data...
Depot status to see if Depots are over-/under-utilized - status on inventory etc.
Alerts are nice too after you turn off notifications in LTN (as you do after a while).

Highly recommend this mod if you use or plan to use LTN!

/old geek
:geek:

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Re: [0.16 / 0.17] LTN Tracker

Post by equitime77 »

eduran wrote:
Tue Apr 02, 2019 8:15 pm
Your log file does not show any errors. Every time you restart Factorio factorio-current.log is overwritten and the old log is renamed to factorio-previous.log. If you started Factorio only once since the error occurred you can upload that, otherwise you have to reproduce the crash (ideally you also go to mod settings after loading the game and change LTNT's debug level setting to 2 before the crash happens).
equitime77 wrote:
Tue Apr 02, 2019 7:51 pm
Hopefully there is enough information in there. Cannot do without LTN now...
You can always disable LTNT and keep LTN enabled.
I got an error message each time and thought that I had enabled it to error message. Ill reenable tracker and see what happens. Thanks

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Re: [0.16 / 0.17] LTN Tracker

Post by Gullyn »

Just a small thing: I noticed that on the 'Inventory' tab, under 'Item Details', the 'In transit' number is always zero for me. I have auto refresh on and see changes to Provided # and Requested # but 'In transit' stays at zero.


There's a couple of things I'd love to see - perhaps on the Alerts tab:

A. When item x is requested but not available on the network.
B. When no train in the requested configuration is available to make a delivery.


Thanks for this mod - it's been very helpful!

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Re: [0.16 / 0.17] LTN Tracker

Post by eduran »

Gullyn wrote:
Wed Apr 03, 2019 2:03 pm
Just a small thing: I noticed that on the 'Inventory' tab, under 'Item Details', the 'In transit' number is always zero for me. I have auto refresh on and see changes to Provided # and Requested # but 'In transit' stays at zero.
Amazing. That bug is part of LTNT for quite some time now and I never noticed. Next release will have a fix.
Gullyn wrote:
Wed Apr 03, 2019 2:03 pm
There's a couple of things I'd love to see - perhaps on the Alerts tab:

A. When item x is requested but not available on the network.
B. When no train in the requested configuration is available to make a delivery.
At the moment, that information is not available via LTN's remote interface. I'll ask Optera if it can be added without impacting performance. The alert tab is currently undergoing an update anyway and this would make a nice addition.
Mmmmmmorten wrote:
Wed Apr 03, 2019 6:55 am
Highly recommend this mod if you use or plan to use LTN!
Thank you, that is always good to hear.

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Re: [MOD 0.16] LTN Tracker

Post by Mmmmmmorten »

eduran wrote:
Thu Feb 14, 2019 3:52 pm
The station tab is problematic for large bases. I will implement some form of filtering and/or sorting, but that is not a simple task. Also, I am not really sure what kind of filter would help. Would that be helpful?
Still new to LTN and the Tracker, but now that Optera has me onto segregated Network ID's I suddenly feel something missing in the Tracker GUI.
Is it possible to have a pull-down list for Network ID instead of input box? You should be able to poll my active Network ID's used in LTN and populate them in a list with "Show all" (currently -1) on top? If Optera at one point lets us name our Network ID's the list would make even more sense... But with all this 32 bit stuff used - that is way outside my scope of knowledge, I have no idea if this is even possible?

Just know I would like it... Most of the time my Inner City (now on it's own network) is running smoothly and I never need to look at it. The other Networkd ID's on the other hand... Now I have to have a list of Network ID to enter into the GUI if I want to look at them by NID.

Just a thought...

Outside of this I feel it does all I need so far (early in game) and sort by Station name works nice.. Inventory tab with click on item to get details list works perfectly... And the Depot tab is also great!

/old dude
:geek:

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