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Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 7:15 am
by aberro
The current interrupts system is so very close to a perfect LTN (Logistics Train Network), but it's lacking a few relatively minor features. Primarily, the train limit should be updated after each interrupt, so when one train receives interrupt schedule, it reserves the station, so next train that checks the same interrupt at the same tick wouldn't departure. Also, stations should be able to send the total number of trains with that station in their schedule. The use case: calculate how much cargo a requester station can fit, divide by trains capacity, subtract that number of trains servicing the station, which in case of LTN are sent to supply that station, but not yet going to it as they're going to provider stations, and set the signal as the train limit - this way we can send multiple trains to fully fill requester station). Similarly, a provider station may set the limit based on the total number of cargo on that station, but that works fine with the number of trains heading to the station that we already have.
Also, ideally, a setting to choose wire to which train station sends it's signals, like it is with combinators. Just two checkboxes over each signal in the station UI. It's manageable without it, but having it would make some things much easier.

Also, a suggestion in general for circuits, is adding two new combinators - a signal diode, that simply passes from input to output, but not in reverse. It's easily achievable by arithmetic combinator, yes, but having a separate combinator would make schematic much more readable, and we wouldn't have to spend time configuring the combinator to simply pass the signals. The second new combinator - a signal latch with UI of the decider combinator, that sends whatever signals it had when conditions were met (or sends current input if conditions are currently met).

And more signals, please! At least just add numbers from 0 to 99. But having even more symbolic icons would be better. This would make our life so much easier.

Re: Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 7:56 am
by deemacgee
+1 to all of this.

Also: please can we have the new rail logic wildcards detect wagon slot filters so interrupts can also be used to generate pickup routes?

Alternatively (or perhaps as well as), a few more wire colours would come in very handy.

Re: Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 9:05 am
by aberro
Oh, yes, and a few more colors! At least two more, to not overburden the UI.

Re: Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 9:24 am
by sarge945
Id also love an interrupt for "any cargo" without distinguish between liquids or not so that we can use the same interrupts for all our cargo and fluid trains.

Re: Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 7:13 pm
by aberro
I don't know how that supposed to work exactly... And I'm not sure it's a minor tweak. And anyway, this one - I don't think it worth it, since in an LTN you setup interrupts mostly once, maybe two, three times. Times two interrupts for items and fluids, for some cases. So you spend a minute or so. Per gameplay. Unless there's some complicated solutions with interrupts both for items and fluids, of which I can't think of. Unlike aforementioned diodes which you have to spend 10 or so seconds each time you want to separate networks. And if you need to have 6 different connections - that's already a minute for one contraption.

Not that I'm against this, it's just that I don't know if it would simple to implement and use, how to stop wrong train types to move, what about combined trains, etc. And it only saves very little time per player in total.

Re: Tweaks in signals for proper LTN

Posted: Mon Oct 28, 2024 7:48 pm
by aberro
Welp, I just realised I violated so many rules that I didn't read to start with, and didn't used the template, so this thread probably will be removed, I guess... Honestly, too much effort to split that into multiple threads and search for each one of 6 suggestions, and probably none of them would be implemented, if only in mods. So, I'd accept it this thread would get removed.

Re: Tweaks in signals for proper LTN

Posted: Thu Oct 31, 2024 9:21 pm
by Koub
aberro wrote: Mon Oct 28, 2024 7:48 pm Welp, I just realised I violated so many rules that I didn't read to start with, and didn't used the template, so this thread probably will be removed, I guess... Honestly, too much effort to split that into multiple threads and search for each one of 6 suggestions, and probably none of them would be implemented, if only in mods. So, I'd accept it this thread would get removed.
We don't do that here, but most suggestions even good ones at core, end up buried deep in the suggestions subforums. They are not really rules, it's more of a good practice thing, for the community be able to discuss and build upon the suggestion.