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[2.0] LTN content reader redux

Posted: Sun Dec 07, 2025 12:41 am
by wild_dog
Hey everyone.

Got into Space exploration 2.0, and I really missed the old content reader (with surface support).
Content reader update was missing the to me crucial surfaces support.
So I started integrating features from several forks into a new version, adding some other functionality that I wanted as well.

Download: https://mods.factorio.com/mod/LTN_Content_Reader_Redux

Compared to Optera's last version of LTN content reader (1.0.3) and Content reader update, this version has:

Features:
  • Updated for factorio 2.0
  • Support placing reader on space platforms
  • Surface filtering support
  • (Re-)added HR graphics
  • Added Exact mode for network ID.
    Normally, LTN networks function as a bitmask to determine if station requested/provided are visible.
    Exact mode only searches the exact same network ID.
  • Quality support.
Optimizations:
  • Applied on_event filtering to decrease needless event evaluation
  • Option ot update all content readers with the same settings simultaniously at no cost overhead using Logistics Groups.
    Incidentally, this also exposes the Logistics Groups with LTN Content Reader outputs to normal cnstant combinators, verhicles, and the player.
    Logistics Groups naming convention
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Now updated to version 2.1.0!
Was playing on my own machine with some fixes and features added, and with the recent updates to LTN that fixes issues I had also fixed in my own version, I finally found the energy to clean up what i had been working on and push this version out.
Fixes all issues within LTNCR that I am aware of (though LTN has a different bug now that still means the given results are not entirely accurate).
But this is now the most up to date and complete version.
There are some small QoL improvements that I'm wanting to implement, but they bother me so little that I'm not likely to get to them any time soon.


Known bugs:
  • Upon LTN dispatching a train to fullfill a request, the request value of that station will dip to 0 for at least 1 LTN dispatcher tick.
    Unfortunately, this appears to be bug in the LTN API, where the on_dispatch_update event sends out incorrect data: https://github.com/hgschmie/factorio-Lo ... /issues/48
    LTN manager is affected by this as well.
    I've written a fix and pull request for LTN itself, hopefully it will be integrated soon.

    This has been fixed in the latest LTN release (2.8.0), but the fix still generates some inconsistent data.
    If LTN dispatches trains within a tick to fulfil a request, it does not subtract that dispatch from the requested amount in the output for the tick it is dispatched, evn though it does already output the active delivery.
    Maybe this will be fixed, but for now I have a personal verion of LTN that fixes this if you really need that 100% accurate, up to date data:
    https://github.com/wildd0g/factorio-Log ... date-refix
  • GUI counts are correct when above pull request is added to LTN, but the actual signals generated are wrong.
    Fixing this will happen simultaniously with the overhaul in how commentreader stores settings and generates signals internally.
    Fixed
Planed future improvements (the TODO list):

Features:
  • Add LTN combinator modernized style network ID select, hopefully compatible with its custom network icons as well.
  • Re-add the update rate option, with the possibility to update all content readers instantaniously in 1 game tick instead of smearing it out as is done now.
  • Change way comtent reader settings are stored to support storing them in blueprints and entity settings copying.
  • Update item icon and place in crafting list to be more in line with LTN combinator. Done.
  • Unify GUI icon style to LTN manager style.
  • Quality support.
Performance upgade:
  • Building on the change in storing settings, making it so that all readers with the same settings are updated simultaniously withouth needing to re-gather info.